Switch monster kill count tracking to use steam stats progress tracking. Release Build 8551.
This commit is contained in:
parent
e7c7504e6d
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047819d548
@ -523,6 +523,10 @@
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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</ClInclude>
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</ClInclude>
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<ClInclude Include="SteamStatsReceivedHandler.h">
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<SubType>
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</SubType>
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</ClInclude>
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<ClInclude Include="steam\isteamapps.h" />
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<ClInclude Include="steam\isteamapps.h" />
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<ClInclude Include="steam\isteamappticket.h" />
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<ClInclude Include="steam\isteamappticket.h" />
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<ClInclude Include="steam\isteamclient.h" />
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<ClInclude Include="steam\isteamclient.h" />
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@ -820,6 +824,10 @@
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="SteamStatsReceivedHandler.cpp">
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<SubType>
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</SubType>
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</ClCompile>
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<ClCompile Include="SwordSlash.cpp">
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<ClCompile Include="SwordSlash.cpp">
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<SubType>
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<SubType>
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</SubType>
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</SubType>
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@ -998,6 +998,9 @@
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<ClCompile Include="SteamKeyboardCallbackHandler.cpp">
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<ClCompile Include="SteamKeyboardCallbackHandler.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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<ClCompile Include="SteamStatsReceivedHandler.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="cpp.hint" />
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<None Include="cpp.hint" />
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@ -80,6 +80,7 @@ All rights reserved.
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#include "LoadingScreen.h"
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#include "LoadingScreen.h"
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#include "Tutorial.h"
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#include "Tutorial.h"
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#include "SteamKeyboardCallbackHandler.h"
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#include "SteamKeyboardCallbackHandler.h"
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#include "SteamStatsReceivedHandler.h"
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INCLUDE_EMITTER_LIST
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INCLUDE_EMITTER_LIST
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INCLUDE_ITEM_CATEGORIES
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INCLUDE_ITEM_CATEGORIES
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@ -337,6 +338,9 @@ bool AiL::OnUserCreate(){
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if(steamKeyboardCallbackListener==nullptr){
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if(steamKeyboardCallbackListener==nullptr){
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steamKeyboardCallbackListener=new SteamKeyboardCallbackHandler();
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steamKeyboardCallbackListener=new SteamKeyboardCallbackHandler();
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}
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}
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if(steamStatsReceivedHandlerListener==nullptr){
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steamStatsReceivedHandlerListener=new SteamStatsReceivedHandler();
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}
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#endif
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#endif
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utils::datafile::INITIAL_SETUP_COMPLETE=true;
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utils::datafile::INITIAL_SETUP_COMPLETE=true;
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@ -59,6 +59,7 @@ All rights reserved.
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class SteamKeyboardCallbackHandler;
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class SteamKeyboardCallbackHandler;
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class SteamStatsReceivedHandler;
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#define CreateBullet(type) BULLET_LIST.push_back(std::make_unique<type>(type
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#define CreateBullet(type) BULLET_LIST.push_back(std::make_unique<type>(type
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#define EndBullet ));
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#define EndBullet ));
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@ -189,6 +190,7 @@ private:
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#endif
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#endif
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Audio audioEngine;
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Audio audioEngine;
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SteamKeyboardCallbackHandler*steamKeyboardCallbackListener=nullptr;
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SteamKeyboardCallbackHandler*steamKeyboardCallbackListener=nullptr;
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SteamStatsReceivedHandler*steamStatsReceivedHandlerListener=nullptr;
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public:
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public:
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AiL();
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AiL();
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bool OnUserCreate() override;
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bool OnUserCreate() override;
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@ -134,8 +134,6 @@ const void SaveFile::SaveGame(){
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saveFile["Game Time"].SetReal(game->GetRuntime());
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saveFile["Game Time"].SetReal(game->GetRuntime());
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saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName()));
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saveFile["TravelingMerchant"].SetString(std::string(Merchant::GetCurrentTravelingMerchant().GetKeyName()));
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saveFile["Achievement"]["KillCount"].SetInt(Unlock::GetKillCount());
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#pragma region Save Keyboard/Controller mappings
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#pragma region Save Keyboard/Controller mappings
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//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
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//NOTE: We are shadowing code from InputKeyboardWindow! If at some point the retrival method for getting input displays changes, we likely will be changing the code here as well!
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//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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//ALSO NOTE: The menu inputs are saved to the system file while gameplay inputs are per-character and saved to the character settings file!
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@ -392,12 +390,6 @@ void SaveFile::LoadFile(){
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}
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}
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}
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}
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#pragma region Achievement-related loading
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if(loadFile.HasProperty("Achievement.KillCount")){
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Unlock::SetKillCount(loadFile.GetProperty("Achievement.KillCount").GetInt());
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}
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#pragma endregion
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GameState::ChangeState(States::OVERWORLD_MAP,0.5f);
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GameState::ChangeState(States::OVERWORLD_MAP,0.5f);
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}else{
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}else{
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LOG(std::format("WARNING! File {} does not exist for loading!","save_file_path"_S+std::format("save.{:04}",saveFileID)));
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LOG(std::format("WARNING! File {} does not exist for loading!","save_file_path"_S+std::format("save.{:04}",saveFileID)));
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@ -42,6 +42,9 @@ All rights reserved.
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#include "Key.h"
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#include "Key.h"
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#include "ItemDrop.h"
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#include "ItemDrop.h"
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#include "util.h"
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#include "util.h"
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#ifndef __EMSCRIPTEN__
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#include <isteamuserstats.h>
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#endif
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INCLUDE_game
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INCLUDE_game
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54
Adventures in Lestoria/SteamStatsReceivedHandler.cpp
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54
Adventures in Lestoria/SteamStatsReceivedHandler.cpp
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@ -0,0 +1,54 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "SteamStatsReceivedHandler.h"
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#include "olcUTIL_DataFile.h"
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#include "DEFINES.h"
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#include "Unlock.h"
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#include "config.h"
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#include "Error.h"
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INCLUDE_DATA
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#ifndef __EMSCRIPTEN__
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void SteamStatsReceivedHandler::SteamStatsReceived( UserStatsReceived_t* pCallback ){
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if(pCallback->m_eResult==k_EResultOK){
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SteamUserStats()->GetStat("Achievement.Kill Unlocks.Total Kill API Name"_S.c_str(),&Unlock::monsterKillCount);
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LOG(std::format("Retried monster kill count: {}",Unlock::monsterKillCount));
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}
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}
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#endif
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47
Adventures in Lestoria/SteamStatsReceivedHandler.h
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47
Adventures in Lestoria/SteamStatsReceivedHandler.h
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@ -0,0 +1,47 @@
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#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#pragma once
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#ifndef __EMSCRIPTEN__
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#include "steam/steam_api.h"
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#endif
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#ifndef __EMSCRIPTEN__
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class SteamStatsReceivedHandler{
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STEAM_CALLBACK(SteamStatsReceivedHandler,SteamStatsReceived,UserStatsReceived_t);
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};
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#endif
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@ -33,32 +33,8 @@ SetAchievement
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File Hash on Save/Load.
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File Hash on Save/Load.
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Movement still possible when alt-tabbing
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KILL_SLIME_1
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KILL_SLIME_2
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KILL_SLIME_3
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CAMP_UNLOCK
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BLACKSMITH_UNLOCK
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CHAPTER1_COMPLETE
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SLIME_KING
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SLIME_KING_DESTROYER
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URSULE
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URSULE_DESTROYER
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WARRIOR_LV5
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RANGER_LV5
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WIZARD_LV5
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WEAPON_LV5
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ARMOR_LV5
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ARMOR_LV10
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FULLY_DECKED_OUT
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Include a Reset Achievements button in Settings
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Include a Reset Achievements button in Settings
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Enhancing can also trigger the "fully decked out" achievement
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============================================
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============================================
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Consider a "killed by player" / "marked by player" flag for monsters to determine if a player gets credit for a monster kill (for achievements)
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Consider a "killed by player" / "marked by player" flag for monsters to determine if a player gets credit for a monster kill (for achievements)
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Make another actions config file for the main build (The app # is different)
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Make another actions config file for the main build (The app # is different)
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@ -51,7 +51,6 @@ int Unlock::monsterKillCount=0;
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void Unlock::Initialize(){
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void Unlock::Initialize(){
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unlocks.clear();
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unlocks.clear();
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monsterKillCount=0;
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UnlockArea("WORLD_MAP");
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UnlockArea("WORLD_MAP");
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}
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}
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@ -82,24 +81,16 @@ void Unlock::UnlockCurrentMap(){
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void Unlock::IncreaseKillCount(){
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void Unlock::IncreaseKillCount(){
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monsterKillCount++;
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monsterKillCount++;
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if(SteamUserStats()){
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if(SteamUserStats()){
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SteamUserStats()->SetStat("Achievement.Kill Unlocks.Total Kill API Name"_S.c_str(),Unlock::monsterKillCount);
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datafile&killUnlocks=DATA.GetProperty("Achievement.Kill Unlocks");
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datafile&killUnlocks=DATA.GetProperty("Achievement.Kill Unlocks");
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for(auto&[key,size]:killUnlocks){
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for(auto&[key,size]:killUnlocks){
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if(key.starts_with("Kill Monsters")){
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if(key.starts_with("Kill Monsters")){
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int killRequirement=killUnlocks[key]["Monster Kill Count"].GetInt();
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int killRequirement=killUnlocks[key]["Monster Kill Count"].GetInt();
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if(monsterKillCount-1<killRequirement&& //These two checks make sure we're actually passing the kill requirement and not just over the kill requirement immediately.
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if(monsterKillCount-1<killRequirement&& //These two checks make sure we've just reached the kill requirement, so we can send a more readily live update for the player.
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monsterKillCount==killRequirement){
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monsterKillCount==killRequirement){
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SteamUserStats()->SetAchievement(killUnlocks[key]["API Name"].GetString().c_str());
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SteamUserStats()->StoreStats();
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SteamUserStats()->StoreStats();
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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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}
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}
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}
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}
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const int Unlock::GetKillCount(){
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return monsterKillCount;
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}
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void Unlock::SetKillCount(int newKillCount){
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monsterKillCount=newKillCount;
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}
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@ -43,10 +43,10 @@ All rights reserved.
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class Unlock{
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class Unlock{
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friend class AiL;
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friend class AiL;
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friend class SaveFile;
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friend class SaveFile;
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friend class SteamStatsReceivedHandler;
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static std::set<std::string>unlocks;
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static std::set<std::string>unlocks;
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static void Initialize();
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static void Initialize();
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static int monsterKillCount;
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static int monsterKillCount;
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static void SetKillCount(int newKillCount);
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public:
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public:
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//Provide a map's actual name to trigger unlocks for all connected areas. You can get the current map you are on via State_OverworldMap::GetCurrentConnectionPoint().map
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//Provide a map's actual name to trigger unlocks for all connected areas. You can get the current map you are on via State_OverworldMap::GetCurrentConnectionPoint().map
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static void UnlockArea(std::string mapName);
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static void UnlockArea(std::string mapName);
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@ -55,5 +55,4 @@ public:
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static bool IsUnlocked(std::string mapName);
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static bool IsUnlocked(std::string mapName);
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static bool IsUnlocked(ConnectionPoint&cp);
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static bool IsUnlocked(ConnectionPoint&cp);
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static void IncreaseKillCount();
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static void IncreaseKillCount();
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static const int GetKillCount();
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};
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};
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@ -39,7 +39,7 @@ All rights reserved.
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#define VERSION_MAJOR 1
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#define VERSION_MAJOR 1
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#define VERSION_MINOR 0
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#define VERSION_MINOR 0
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#define VERSION_PATCH 0
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#define VERSION_PATCH 0
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#define VERSION_BUILD 8548
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#define VERSION_BUILD 8551
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#define stringify(a) stringify_(a)
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#define stringify(a) stringify_(a)
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#define stringify_(a) #a
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#define stringify_(a) #a
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@ -1,5 +1,5 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="11" nextobjectid="393">
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<map version="1.10" tiledversion="1.10.2" class="Map" orientation="orthogonal" renderorder="right-down" width="205" height="205" tilewidth="24" tileheight="24" infinite="0" backgroundcolor="#475500" nextlayerid="11" nextobjectid="507">
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<properties>
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<properties>
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<property name="Backdrop" propertytype="Backdrop" value="forest"/>
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<property name="Backdrop" propertytype="Backdrop" value="forest"/>
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<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
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<property name="Background Music" propertytype="BGM" value="foresty1_1"/>
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@ -21,6 +21,8 @@ Achievement
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}
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}
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Kill Unlocks
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Kill Unlocks
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{
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{
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Total Kill API Name = "MONSTER_KILL_COUNT"
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# Achievements that start with "Kill Monsters" will be checked when a monster is killed.
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# Achievements that start with "Kill Monsters" will be checked when a monster is killed.
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Kill Monsters 1
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Kill Monsters 1
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{
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{
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