Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
const fs = require("fs");
|
|
|
|
const path = require("path");
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
const { ipcMain } = require("electron");
|
|
|
|
|
|
|
|
let greenworks = null;
|
|
|
|
let appId = null;
|
|
|
|
let initialized = false;
|
|
|
|
|
|
|
|
try {
|
|
|
|
greenworks = require("shapez.io-private-artifacts/steam/greenworks");
|
|
|
|
appId = parseInt(fs.readFileSync(path.join(__dirname, "steam_appid.txt"), "utf8"));
|
|
|
|
} catch (err) {
|
|
|
|
// greenworks is not installed
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
console.warn("Failed to load steam api:", err);
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
}
|
2022-04-13 13:43:58 +00:00
|
|
|
|
|
|
|
console.log("App ID:", appId);
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
function init(isDev) {
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
if (!greenworks) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!isDev) {
|
|
|
|
if (greenworks.restartAppIfNecessary(appId)) {
|
|
|
|
console.log("Restarting ...");
|
|
|
|
process.exit(0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!greenworks.init()) {
|
|
|
|
console.log("Failed to initialize greenworks");
|
|
|
|
process.exit(1);
|
|
|
|
}
|
|
|
|
|
|
|
|
initialized = true;
|
|
|
|
}
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
function listen() {
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
ipcMain.handle("steam:is-initialized", isInitialized);
|
|
|
|
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
if (!initialized) {
|
|
|
|
console.warn("Steam not initialized, won't be able to listen");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!greenworks) {
|
|
|
|
console.warn("Greenworks not loaded, won't be able to listen");
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2021-05-23 15:28:39 +00:00
|
|
|
console.log("Adding listeners");
|
|
|
|
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
ipcMain.handle("steam:get-achievement-names", getAchievementNames);
|
|
|
|
ipcMain.handle("steam:activate-achievement", activateAchievement);
|
2021-05-23 15:34:13 +00:00
|
|
|
|
|
|
|
function bufferToHex(buffer) {
|
|
|
|
return Array.from(new Uint8Array(buffer))
|
|
|
|
.map(b => b.toString(16).padStart(2, "0"))
|
|
|
|
.join("");
|
|
|
|
}
|
|
|
|
|
2021-05-23 15:28:39 +00:00
|
|
|
ipcMain.handle("steam:get-ticket", (event, arg) => {
|
2021-05-23 15:34:13 +00:00
|
|
|
console.log("Requested steam ticket ...");
|
2021-05-23 15:28:39 +00:00
|
|
|
return new Promise((resolve, reject) => {
|
|
|
|
greenworks.getAuthSessionTicket(
|
|
|
|
success => {
|
|
|
|
const ticketHex = bufferToHex(success.ticket);
|
|
|
|
resolve(ticketHex);
|
|
|
|
},
|
|
|
|
error => {
|
|
|
|
console.error("Failed to get steam ticket:", error);
|
|
|
|
reject(error);
|
|
|
|
}
|
|
|
|
);
|
|
|
|
});
|
2021-05-23 15:34:13 +00:00
|
|
|
});
|
|
|
|
|
2021-05-23 15:28:39 +00:00
|
|
|
ipcMain.handle("steam:check-app-ownership", (event, appId) => {
|
2021-06-23 05:59:03 +00:00
|
|
|
return Promise.resolve(greenworks.isDLCInstalled(appId));
|
2021-05-23 15:34:13 +00:00
|
|
|
});
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
function isInitialized(event) {
|
|
|
|
return Promise.resolve(initialized);
|
|
|
|
}
|
|
|
|
|
|
|
|
function getAchievementNames(event) {
|
|
|
|
return new Promise((resolve, reject) => {
|
|
|
|
try {
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
const achievements = greenworks.getAchievementNames();
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
resolve(achievements);
|
|
|
|
} catch (err) {
|
|
|
|
reject(err);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
function activateAchievement(event, id) {
|
|
|
|
return new Promise((resolve, reject) => {
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
greenworks.activateAchievement(
|
|
|
|
id,
|
|
|
|
() => resolve(),
|
|
|
|
err => reject(err)
|
|
|
|
);
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
});
|
|
|
|
}
|
|
|
|
|
|
|
|
module.exports = {
|
|
|
|
init,
|
Puzzle DLC (#1172)
* Puzzle mode (#1135)
* Add mode button to main menu
* [WIP] Add mode menu. Add factory-based gameMode creation
* Add savefile migration, serialize, deserialize
* Add hidden HUD elements, zone, and zoom, boundary constraints
* Clean up lint issues
* Add building, HUD exclusion, building exclusion, and refactor
- [WIP] Add ConstantProducer building that combines ConstantSignal
and ItemProducer functionality. Currently using temp assets.
- Add pre-placement check to the zone
- Use Rectangles for zone and boundary
- Simplify zone drawing
- Account for exclusion in savegame data
- [WIP] Add puzzle play and edit buttons in puzzle mode menu
* [WIP] Add building, component, and systems for producing and
accepting user-specified items and checking goal criteria
* Add ingame puzzle mode UI elements
- Add minimal menus in puzzle mode for back, next navigation
- Add lower menu for changing zone dimenensions
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
* Performance optimizations (#1154)
* 1.3.1 preparations
* Minor fixes, update translations
* Fix achievements not working
* Lots of belt optimizations, ~15% performance boost
* Puzzle mode, part 1
* Puzzle mode, part 2
* Fix missing import
* Puzzle mode, part 3
* Fix typo
* Puzzle mode, part 4
* Puzzle Mode fixes: Correct zone restrictions and more (#1155)
* Hide Puzzle Editor Controls in regular game mode, fix typo
* Disallow shrinking zone if there are buildings
* Fix multi-tile buildings for shrinking
* Puzzle mode, Refactor hud
* Puzzle mode
* Fixed typo in latest puzzle commit (#1156)
* Allow completing puzzles
* Puzzle mode, almost done
* Bump version to 1.4.0
* Fixes
* [puzzle] Prevent pipette cheats (miners, emitters) (#1158)
* Puzzle mode, almost done
* Allow clearing belts with 'B'
* Multiple users for the puzzle dlc
* Bump api key
* Minor adjustments
* Update
* Minor fixes
* Fix throughput
* Fix belts
* Minor puzzle adjustments
* New difficulty
* Minor puzzle improvements
* Fix belt path
* Update translations
* Added a button to return to the menu after a puzzle is completed (#1170)
* added another button to return to the menu
* improved menu return
* fixed continue button to not go back to menu
* [Puzzle] Added ability to lock buildings in the puzzle editor! (#1164)
* initial test
* tried to get it to work
* added icon
* added test exclusion
* reverted css
* completed flow for building locking
* added lock option
* finalized look and changed locked building to same sprite
* removed unused art
* added clearing every goal acceptor on lock to prevent creating impossible puzzles
* heavily improved validation and prevented autocompletion
* validation only checks every 100 ticks to improve performance
* validation only checks every 100 ticks to improve performance
* removed clearing goal acceptors as it isn't needed because of validation
* Add soundtrack, puzzle dlc fixes
Co-authored-by: Greg Considine <gconsidine@users.noreply.github.com>
Co-authored-by: dengr1065 <dengr1065@gmail.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2021-05-23 14:32:05 +00:00
|
|
|
listen,
|
Achievements (#1087)
* [WIP] Add boilerplate for achievement implementation
* Add config.local.template.js and rm cached copy of config.local.js
* [WIP] Implement painting, cutting, rotating achievements (to log only)
* [WIP] Refactor achievements, jsdoc fixes, add npm script
- Refactor achievements to make use of Signals
- Move implemented achievement interfaces to appropriate
platform folders (SteamAchievements in currently in use
in browser wrapper for testing)
- Fix invalid jsdocs
- Add dev-standalone script to package.json scripts
* Add steam/greenworks IPC calls and optional private-artifact dependency
* Include private artifacts in standalone builds
* Uncomment appid include
* [WIP] Add steam overlay fix, add hash to artifact dependency
* Update electron, greenworks. Add task to add local config if not present
* Add more achievements, refactor achievement code
* Add receiver flexibility and more achievements
- Add check to see if necessary to create achievement and add receiver
- Add remove receiver functionality when achievement is unlocked
* Add achievements and accommodations for switching states
- Fix startup code to avoid clobbering achievements on state switch
- Add a few more achievements
* Add achievements, ids. Update names, keys for consistency
* Add play time achievements
* [WIP] Add more achievements
* Add more achievements. Add bulk achievement check signal
* [WIP] Add achievements. Start savefile migration
* Add achievements. Add savefile migration
* Remove superfluous achievement stat
* Update lock files, fix merge conflict
2021-03-10 06:33:39 +00:00
|
|
|
};
|