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tobspr_shapez.io/src/js/platform/electron/steam_achievement_provider.js
tobspr c41aaa1fc5 Mod Support - 1.5.0 Update (#1361)
* initial modloader draft

* modloader features

* Refactor mods to use signals

* Add support for modifying and registering new transltions

* Minor adjustments

* Support for string building ids for mods

* Initial support for adding new buildings

* Refactor how mods are loaded to resolve circular dependencies and prepare for future mod loading

* Lazy Load mods to make sure all dependencies are loaded

* Expose all exported members automatically to mods

* Fix duplicate exports

* Allow loading mods from standalone

* update changelog

* Fix mods folder incorrect path

* Fix modloading in standalone

* Fix sprites not getting replaced, update demo mod

* Load dev mod via raw loader

* Improve mod developing so mods are directly ready to be deployed, load mods from local file server

* Proper mods ui

* Allow mods to register game systems and draw stuff

* Change mods path

* Fix sprites not loading

* Minor adjustments, closes #1333

* Add support for loading atlases via mods

* Add support for loading mods from external sources in DEV

* Add confirmation when loading mods

* Fix circular dependency

* Minor Keybindings refactor, add support for keybindings to mods, add support for dialogs to mods

* Add some mod signals

* refactor game loading states

* Make shapez exports global

* Start to make mods safer

* Refactor file system electron event handling

* Properly isolate electron renderer process

* Update to latest electron

* Show errors when loading mods

* Update confirm dialgo

* Minor restructure, start to add mod examples

* Allow adding custom themesw

* Add more examples and allow defining custom item processor operations

* Add interface to register new buildings

* Fixed typescript type errors (#1335)

* Refactor building registry, make it easier for mods to add new buildings

* Allow overriding existing methods

* Add more examples and more features

* More mod examples

* Make mod loading simpler

* Add example how to add custom drawings

* Remove unused code

* Minor modloader adjustments

* Support for rotation variants in mods (was broken previously)

* Allow mods to replace builtin sub shapes

* Add helper methods to extend classes

* Fix menu bar on mac os

* Remember window state

* Add support for paste signals

* Add example how to add custom components and systems

* Support for mod settings

* Add example for adding a new item type

* Update class extensions

* Minor adjustments

* Fix typo

* Add notification blocks mod example

* Add small tutorial

* Update readme

* Add better instructions

* Update JSDoc for Replacing Methods (#1336)

* upgraded types for overriding methods

* updated comments

Co-authored-by: Edward Badel <you@example.com>

* Direction lock now indicates when there is a building inbetween

* Fix mod examples

* Fix linter error

* Game state register (#1341)

* Added a gamestate register helper

Added a gamestate register helper

* Update mod_interface.js

* export build options

* Fix runBeforeMethod and runAfterMethod

* Minor game system code cleanup

* Belt path drawing optimization

* Fix belt path optimization

* Belt drawing improvements, again

* Do not render belts in statics disabled view

* Allow external URL to load more than one mod (#1337)

* Allow external URL to load more than one mod

Instead of loading the text returned from the remote server, load a JSON object with a `mods` field, containing strings of all the mods. This lets us work on more than one mod at a time or without separate repos. This will break tooling such as `create-shapezio-mod` though.

* Update modloader.js

* Prettier fixes

* Added link to create-shapezio-mod npm page (#1339)

Added link to create-shapezio-mod npm page: https://www.npmjs.com/package/create-shapezio-mod

* allow command line switch to load more than one mod (#1342)

* Fixed class handle type (#1345)

* Fixed class handle type

* Fixed import game state

* Minor adjustments

* Refactor item acceptor to allow only single direction slots

* Allow specifying minimumGameVersion

* Add sandbox example

* Replaced concatenated strings with template literals (#1347)

* Mod improvements

* Make wired pins component optional on the storage

* Fix mod examples

* Bind `this` for method overriding JSDoc (#1352)

* fix entity debugger reaching HTML elements (#1353)

* Store mods in savegame and show warning when it differs

* Closes #1357

* Fix All Shapez Exports Being Const (#1358)

* Allowed setting of variables inside webpack modules

* remove console log

* Fix stringification of things inside of eval

Co-authored-by: Edward Badel <you@example.com>

* Fix building placer intersection warning

* Add example for storing data in the savegame

* Fix double painter bug (#1349)

* Add example on how to extend builtin buildings

* update readme

* Disable steam achievements when playing with mods

* Update translations

Co-authored-by: Thomas (DJ1TJOO) <44841260+DJ1TJOO@users.noreply.github.com>
Co-authored-by: Bagel03 <70449196+Bagel03@users.noreply.github.com>
Co-authored-by: Edward Badel <you@example.com>
Co-authored-by: Emerald Block <69981203+EmeraldBlock@users.noreply.github.com>
Co-authored-by: saile515 <63782477+saile515@users.noreply.github.com>
Co-authored-by: Sense101 <67970865+Sense101@users.noreply.github.com>
2022-02-01 16:35:49 +01:00

149 lines
5.0 KiB
JavaScript

/* typehints:start */
import { Application } from "../../application";
import { GameRoot } from "../../game/root";
/* typehints:end */
import { createLogger } from "../../core/logging";
import { ACHIEVEMENTS, AchievementCollection, AchievementProviderInterface } from "../achievement_provider";
const logger = createLogger("achievements/steam");
const ACHIEVEMENT_IDS = {
[ACHIEVEMENTS.belt500Tiles]: "belt_500_tiles",
[ACHIEVEMENTS.blueprint100k]: "blueprint_100k",
[ACHIEVEMENTS.blueprint1m]: "blueprint_1m",
[ACHIEVEMENTS.completeLvl26]: "complete_lvl_26",
[ACHIEVEMENTS.cutShape]: "cut_shape",
[ACHIEVEMENTS.darkMode]: "dark_mode",
[ACHIEVEMENTS.destroy1000]: "destroy_1000",
[ACHIEVEMENTS.irrelevantShape]: "irrelevant_shape",
[ACHIEVEMENTS.level100]: "level_100",
[ACHIEVEMENTS.level50]: "level_50",
[ACHIEVEMENTS.logoBefore18]: "logo_before_18",
[ACHIEVEMENTS.mam]: "mam",
[ACHIEVEMENTS.mapMarkers15]: "map_markers_15",
[ACHIEVEMENTS.openWires]: "open_wires",
[ACHIEVEMENTS.oldLevel17]: "old_level_17",
[ACHIEVEMENTS.noBeltUpgradesUntilBp]: "no_belt_upgrades_until_bp",
[ACHIEVEMENTS.noInverseRotater]: "no_inverse_rotator", // [sic]
[ACHIEVEMENTS.paintShape]: "paint_shape",
[ACHIEVEMENTS.place5000Wires]: "place_5000_wires",
[ACHIEVEMENTS.placeBlueprint]: "place_blueprint",
[ACHIEVEMENTS.placeBp1000]: "place_bp_1000",
[ACHIEVEMENTS.play1h]: "play_1h",
[ACHIEVEMENTS.play10h]: "play_10h",
[ACHIEVEMENTS.play20h]: "play_20h",
[ACHIEVEMENTS.produceLogo]: "produce_logo",
[ACHIEVEMENTS.produceMsLogo]: "produce_ms_logo",
[ACHIEVEMENTS.produceRocket]: "produce_rocket",
[ACHIEVEMENTS.rotateShape]: "rotate_shape",
[ACHIEVEMENTS.speedrunBp30]: "speedrun_bp_30",
[ACHIEVEMENTS.speedrunBp60]: "speedrun_bp_60",
[ACHIEVEMENTS.speedrunBp120]: "speedrun_bp_120",
[ACHIEVEMENTS.stack4Layers]: "stack_4_layers",
[ACHIEVEMENTS.stackShape]: "stack_shape",
[ACHIEVEMENTS.store100Unique]: "store_100_unique",
[ACHIEVEMENTS.storeShape]: "store_shape",
[ACHIEVEMENTS.throughputBp25]: "throughput_bp_25",
[ACHIEVEMENTS.throughputBp50]: "throughput_bp_50",
[ACHIEVEMENTS.throughputLogo25]: "throughput_logo_25",
[ACHIEVEMENTS.throughputLogo50]: "throughput_logo_50",
[ACHIEVEMENTS.throughputRocket10]: "throughput_rocket_10",
[ACHIEVEMENTS.throughputRocket20]: "throughput_rocket_20",
[ACHIEVEMENTS.trash1000]: "trash_1000",
[ACHIEVEMENTS.unlockWires]: "unlock_wires",
[ACHIEVEMENTS.upgradesTier5]: "upgrades_tier_5",
[ACHIEVEMENTS.upgradesTier8]: "upgrades_tier_8",
};
export class SteamAchievementProvider extends AchievementProviderInterface {
/** @param {Application} app */
constructor(app) {
super(app);
this.initialized = false;
this.collection = new AchievementCollection(this.activate.bind(this));
if (G_IS_DEV) {
for (let key in ACHIEVEMENT_IDS) {
assert(this.collection.map.has(key), "Key not found in collection: " + key);
}
}
logger.log("Collection created with", this.collection.map.size, "achievements");
}
/** @returns {boolean} */
hasAchievements() {
return true;
}
/**
* @param {GameRoot} root
* @returns {Promise<void>}
*/
onLoad(root) {
this.root = root;
try {
this.collection = new AchievementCollection(this.activate.bind(this));
this.collection.initialize(root);
logger.log("Initialized", this.collection.map.size, "relevant achievements");
return Promise.resolve();
} catch (err) {
logger.error("Failed to initialize the collection");
return Promise.reject(err);
}
}
/** @returns {Promise<void>} */
initialize() {
if (!G_IS_STANDALONE) {
logger.warn("Steam unavailable. Achievements won't sync.");
return Promise.resolve();
}
if (G_WEGAME_VERSION) {
return Promise.resolve();
}
return ipcRenderer.invoke("steam:is-initialized").then(initialized => {
this.initialized = initialized;
if (!this.initialized) {
logger.warn("Steam failed to intialize. Achievements won't sync.");
} else {
logger.log("Steam achievement provider initialized");
}
});
}
/**
* @param {string} key
* @returns {Promise<void>}
*/
activate(key) {
let promise;
if (G_WEGAME_VERSION) {
return Promise.resolve();
}
if (!this.initialized) {
promise = Promise.resolve();
} else {
promise = ipcRenderer.invoke("steam:activate-achievement", ACHIEVEMENT_IDS[key]);
}
return promise
.then(() => {
logger.log("Achievement activated:", key);
})
.catch(err => {
logger.error("Failed to activate achievement:", key, err);
throw err;
});
}
}