Files
LuaCsForBarotraumaEP/Barotrauma/BarotraumaShared/Source/SteamAchievementManager.cs
T
Joonas Rikkonen 044fd3344b 2f107db...5202af9
2019-03-18 21:42:26 +02:00

352 lines
14 KiB
C#

using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Barotrauma.Steam;
using FarseerPhysics;
using Microsoft.Xna.Framework;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
namespace Barotrauma
{
static class SteamAchievementManager
{
private const float UpdateInterval = 1.0f;
private static HashSet<string> unlockedAchievements = new HashSet<string>();
public static bool CheatsEnabled = false;
private static float updateTimer;
/// <summary>
/// Keeps track of things that have happened during the round
/// </summary>
class RoundData
{
public readonly List<Reactor> Reactors = new List<Reactor>();
public readonly HashSet<Character> EnteredCrushDepth = new HashSet<Character>();
public readonly HashSet<Character> ReactorMeltdown = new HashSet<Character>();
public readonly HashSet<Character> Casualties = new HashSet<Character>();
}
private static RoundData roundData;
public static void OnStartRound()
{
roundData = new RoundData();
foreach (Item item in Item.ItemList)
{
Reactor reactor = item.GetComponent<Reactor>();
if (reactor != null) roundData.Reactors.Add(reactor);
}
}
public static void Update(float deltaTime)
{
if (GameMain.GameSession == null) return;
#if CLIENT
if (GameMain.Client != null) return;
#endif
updateTimer -= deltaTime;
if (updateTimer > 0.0f) return;
updateTimer = UpdateInterval;
if (Level.Loaded != null)
{
if (GameMain.GameSession.EventManager.CurrentIntensity > 0.99f)
{
UnlockAchievement("maxintensity", true, c => c != null && !c.IsDead && !c.IsUnconscious);
}
foreach (Character c in Character.CharacterList)
{
if (c.IsDead) continue;
//achievement for descending below crush depth and coming back
if (c.WorldPosition.Y < SubmarineBody.DamageDepth || (c.Submarine != null && c.Submarine.WorldPosition.Y < SubmarineBody.DamageDepth))
{
roundData.EnteredCrushDepth.Add(c);
}
else if (c.WorldPosition.Y > SubmarineBody.DamageDepth * 0.5f)
{
//all characters that have entered crush depth and are still alive get an achievement
if (roundData.EnteredCrushDepth.Contains(c)) UnlockAchievement(c, "survivecrushdepth");
}
}
foreach (Submarine sub in Submarine.Loaded)
{
foreach (Reactor reactor in roundData.Reactors)
{
if (reactor.Item.Condition <= 0.0f && reactor.Item.Submarine == sub)
{
//characters that were inside the sub during a reactor meltdown
//get an achievement if they're still alive at the end of the round
foreach (Character c in Character.CharacterList)
{
if (!c.IsDead && c.Submarine == sub) roundData.ReactorMeltdown.Add(c);
}
}
}
//convert submarine velocity to km/h
Vector2 submarineVel = Physics.DisplayToRealWorldRatio * ConvertUnits.ToDisplayUnits(sub.Velocity) * 3.6f;
//achievement for going > 100 km/h
if (Math.Abs(submarineVel.X) > 100.0f)
{
//all conscious characters inside the sub get an achievement
UnlockAchievement("subhighvelocity", true, c => c != null && c.Submarine == sub && !c.IsDead && !c.IsUnconscious);
}
//achievement for descending ridiculously deep
float realWorldDepth = Math.Abs(sub.Position.Y - Level.Loaded.Size.Y) * Physics.DisplayToRealWorldRatio;
if (realWorldDepth > 5000.0f)
{
//all conscious characters inside the sub get an achievement
UnlockAchievement("subdeep", true, c => c != null && c.Submarine == sub && !c.IsDead && !c.IsUnconscious);
}
}
}
}
public static void OnBiomeDiscovered(Biome biome)
{
UnlockAchievement("discover" + biome.Name.ToLowerInvariant().Replace(" ", ""));
}
public static void OnItemRepaired(Item item, Character fixer)
{
#if CLIENT
if (GameMain.Client != null) return;
#endif
if (fixer == null) return;
UnlockAchievement(fixer, "repairdevice");
UnlockAchievement(fixer, "repair" + item.Prefab.Identifier);
}
public static void OnAfflictionRemoved(Affliction affliction, Character character)
{
if (string.IsNullOrEmpty(affliction.Prefab.AchievementOnRemoved)) return;
#if CLIENT
if (GameMain.Client != null) return;
#endif
UnlockAchievement(character, affliction.Prefab.AchievementOnRemoved);
}
public static void OnCharacterRevived(Character character, Character reviver)
{
#if CLIENT
if (GameMain.Client != null) return;
#endif
if (reviver == null) return;
UnlockAchievement(reviver, "healcrit");
}
public static void OnCharacterKilled(Character character, CauseOfDeath causeOfDeath)
{
#if CLIENT
if (GameMain.Client != null || GameMain.GameSession == null) return;
#endif
if (character != Character.Controlled &&
causeOfDeath.Killer != null &&
causeOfDeath.Killer == Character.Controlled)
{
SteamManager.IncrementStat(
character.SpeciesName.ToLowerInvariant() == "human" ? "humanskilled" : "monsterskilled",
1);
}
roundData.Casualties.Add(character);
UnlockAchievement(causeOfDeath.Killer, "kill" + character.SpeciesName);
if (character.CurrentHull != null)
{
UnlockAchievement(causeOfDeath.Killer, "kill" + character.SpeciesName + "indoors");
}
if (character.HasEquippedItem("clownmask") &&
character.HasEquippedItem("clowncostume"))
{
UnlockAchievement(causeOfDeath.Killer, "killclown");
}
if (causeOfDeath.DamageSource is Item item)
{
switch (item.Prefab.Identifier)
{
case "weldingtool":
case "plasmacutter":
case "wrench":
UnlockAchievement(causeOfDeath.Killer, "killtool");
break;
case "morbusine":
UnlockAchievement(causeOfDeath.Killer, "killpoison");
break;
case "nuclearshell":
case "nucleardepthcharge":
UnlockAchievement(causeOfDeath.Killer, "killnuke");
break;
}
}
#if SERVER
if (GameMain.Server?.TraitorManager != null)
{
foreach (Traitor traitor in GameMain.Server.TraitorManager.TraitorList)
{
if (traitor.TargetCharacter == character)
{
//killed the target as a traitor
UnlockAchievement(traitor.Character, "traitorwin");
}
else if (traitor.Character == character)
{
//someone killed a traitor
UnlockAchievement(causeOfDeath.Killer, "killtraitor");
}
}
}
#endif
}
public static void OnRoundEnded(GameSession gameSession)
{
//made it to the destination
if (gameSession.Submarine.AtEndPosition && Level.Loaded != null)
{
float levelLengthMeters = Physics.DisplayToRealWorldRatio * Level.Loaded.Size.X;
float levelLengthKilometers = levelLengthMeters / 1000.0f;
//in multiplayer the client's/host's character must be inside the sub (or end outpost) and alive
if (GameMain.NetworkMember != null)
{
#if CLIENT
Character myCharacter = Character.Controlled;
if (myCharacter != null &&
!myCharacter.IsDead &&
(myCharacter.Submarine == gameSession.Submarine || (Level.Loaded?.EndOutpost != null && myCharacter.Submarine == Level.Loaded.EndOutpost)))
{
SteamManager.IncrementStat("kmstraveled", levelLengthKilometers);
}
#endif
}
else
{
//in sp making it to the end is enough
SteamManager.IncrementStat("kmstraveled", levelLengthKilometers);
}
}
#if CLIENT
if (GameMain.Client != null) { return; }
#endif
if (gameSession.Mission != null)
{
if (gameSession.Mission is CombatMission combatMission)
{
#if CLIENT
//all characters that are alive and in the winning team get an achievement
UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier + (int)GameMain.GameSession.WinningTeam, true,
c => c != null && !c.IsDead && !c.IsUnconscious && combatMission.IsInWinningTeam(c));
#endif
}
else if (gameSession.Mission.Completed)
{
//all characters get an achievement
if (GameMain.NetworkMember != null && GameMain.NetworkMember.IsServer)
{
UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier, true, c => c != null);
}
else
{
UnlockAchievement(gameSession.Mission.Prefab.AchievementIdentifier);
}
}
}
//made it to the destination
if (gameSession.Submarine.AtEndPosition)
{
#if SERVER
if (GameMain.Server != null)
{
//in MP all characters that were inside the sub during reactor meltdown and still alive at the end of the round get an achievement
UnlockAchievement("survivereactormeltdown", true, c => c != null && !c.IsDead && roundData.ReactorMeltdown.Contains(c));
}
#endif
#if CLIENT
if (roundData.ReactorMeltdown.Any()) //in SP getting to the destination after a meltdown is enough
{
UnlockAchievement("survivereactormeltdown");
}
#endif
var charactersInSub = Character.CharacterList.FindAll(c => !c.IsDead &&
(c.Submarine == gameSession.Submarine || (Level.Loaded?.EndOutpost != null && c.Submarine == Level.Loaded.EndOutpost)));
if (charactersInSub.Count == 1)
{
//there must be some non-enemy casualties to get the last mant standing achievement
if (roundData.Casualties.Any(c => !(c.AIController is EnemyAIController)))
{
UnlockAchievement(charactersInSub[0], "lastmanstanding");
}
else if (!Character.CharacterList.Any(c => !(c.AIController is EnemyAIController)))
{
UnlockAchievement(charactersInSub[0], "lonesailor");
}
}
}
}
private static void UnlockAchievement(Character recipient, string identifier)
{
if (CheatsEnabled) return;
if (recipient == null) return;
#if CLIENT
if (recipient == Character.Controlled)
{
UnlockAchievement(identifier);
}
#endif
#if SERVER
GameMain.Server?.GiveAchievement(recipient, identifier);
#endif
}
public static void UnlockAchievement(string identifier, bool unlockClients = false, Func<Character, bool> conditions = null)
{
if (CheatsEnabled) return;
#if SERVER
identifier = identifier.ToLowerInvariant();
if (unlockClients && GameMain.Server != null)
{
foreach (Client c in GameMain.Server.ConnectedClients)
{
if (conditions != null && !conditions(c.Character)) continue;
GameMain.Server.GiveAchievement(c, identifier);
}
}
#endif
//already unlocked, no need to do anything
if (unlockedAchievements.Contains(identifier)) return;
unlockedAchievements.Add(identifier);
#if CLIENT
if (conditions != null && !conditions(Character.Controlled)) return;
#endif
SteamManager.UnlockAchievement(identifier);
}
}
}