417 lines
14 KiB
C++
417 lines
14 KiB
C++
#pragma once
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#include <string>
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#include <unordered_map>
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#include <utility>
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#include <memory>
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#include <vector>
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#include <span>
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#include <hex/api/event_manager.hpp>
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#include <imgui.h>
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#include <hex/ui/imgui_imhex_extensions.h>
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namespace hex {
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class AchievementManager;
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class Achievement {
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public:
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explicit Achievement(std::string unlocalizedCategory, std::string unlocalizedName) : m_unlocalizedCategory(std::move(unlocalizedCategory)), m_unlocalizedName(std::move(unlocalizedName)) { }
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/**
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* @brief Returns the unlocalized name of the achievement
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* @return Unlocalized name of the achievement
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*/
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[[nodiscard]] const std::string &getUnlocalizedName() const {
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return this->m_unlocalizedName;
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}
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/**
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* @brief Returns the unlocalized category of the achievement
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* @return Unlocalized category of the achievement
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*/
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[[nodiscard]] const std::string &getUnlocalizedCategory() const {
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return this->m_unlocalizedCategory;
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}
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/**
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* @brief Returns whether the achievement is unlocked
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* @return Whether the achievement is unlocked
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*/
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[[nodiscard]] bool isUnlocked() const {
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return this->m_progress == this->m_maxProgress;
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}
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/**
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* @brief Sets the description of the achievement
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* @param description Description of the achievement
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* @return Reference to the achievement
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*/
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Achievement& setDescription(std::string description) {
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this->m_unlocalizedDescription = std::move(description);
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return *this;
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}
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/**
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* @brief Adds a requirement to the achievement. The achievement will only be unlockable if all requirements are unlocked.
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* @param requirement Unlocalized name of the requirement
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* @return Reference to the achievement
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*/
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Achievement& addRequirement(std::string requirement) {
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this->m_requirements.emplace_back(std::move(requirement));
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return *this;
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}
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/**
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* @brief Adds a visibility requirement to the achievement. The achievement will only be visible if all requirements are unlocked.
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* @param requirement Unlocalized name of the requirement
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* @return Reference to the achievement
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*/
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Achievement& addVisibilityRequirement(std::string requirement) {
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this->m_visibilityRequirements.emplace_back(std::move(requirement));
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return *this;
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}
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/**
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* @brief Marks the achievement as blacked. Blacked achievements are visible but their name and description are hidden.
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* @return Reference to the achievement
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*/
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Achievement& setBlacked() {
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this->m_blacked = true;
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return *this;
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}
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/**
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* @brief Marks the achievement as invisible. Invisible achievements are not visible at all.
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* @return Reference to the achievement
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*/
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Achievement& setInvisible() {
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this->m_invisible = true;
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return *this;
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}
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/**
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* @brief Returns whether the achievement is blacked
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* @return Whether the achievement is blacked
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*/
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[[nodiscard]] bool isBlacked() const {
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return this->m_blacked;
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}
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/**
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* @brief Returns whether the achievement is invisible
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* @return Whether the achievement is invisible
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*/
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[[nodiscard]] bool isInvisible() const {
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return this->m_invisible;
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}
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/**
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* @brief Returns the list of requirements of the achievement
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* @return List of requirements of the achievement
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*/
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[[nodiscard]] const std::vector<std::string> &getRequirements() const {
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return this->m_requirements;
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}
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/**
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* @brief Returns the list of visibility requirements of the achievement
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* @return List of visibility requirements of the achievement
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*/
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[[nodiscard]] const std::vector<std::string> &getVisibilityRequirements() const {
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return this->m_visibilityRequirements;
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}
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/**
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* @brief Returns the unlocalized description of the achievement
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* @return Unlocalized description of the achievement
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*/
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[[nodiscard]] const std::string &getUnlocalizedDescription() const {
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return this->m_unlocalizedDescription;
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}
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/**
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* @brief Returns the icon of the achievement
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* @return Icon of the achievement
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*/
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[[nodiscard]] const ImGuiExt::Texture &getIcon() const {
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if (this->m_iconData.empty())
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return this->m_icon;
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if (this->m_icon.isValid())
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return m_icon;
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this->m_icon = ImGuiExt::Texture(this->m_iconData.data(), this->m_iconData.size());
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return this->m_icon;
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}
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/**
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* @brief Sets the icon of the achievement
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* @param data Icon data
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* @return Reference to the achievement
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*/
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Achievement& setIcon(std::span<const std::byte> data) {
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this->m_iconData.reserve(data.size());
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for (auto &byte : data)
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this->m_iconData.emplace_back(static_cast<u8>(byte));
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return *this;
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}
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/**
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* @brief Sets the icon of the achievement
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* @param data Icon data
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* @return Reference to the achievement
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*/
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Achievement& setIcon(std::span<const u8> data) {
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this->m_iconData.assign(data.begin(), data.end());
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return *this;
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}
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/**
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* @brief Sets the icon of the achievement
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* @param data Icon data
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* @return Reference to the achievement
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*/
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Achievement& setIcon(std::vector<u8> data) {
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this->m_iconData = std::move(data);
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return *this;
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}
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/**
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* @brief Sets the icon of the achievement
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* @param data Icon data
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* @return Reference to the achievement
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*/
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Achievement& setIcon(const std::vector<std::byte> &data) {
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this->m_iconData.reserve(data.size());
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for (auto &byte : data)
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this->m_iconData.emplace_back(static_cast<u8>(byte));
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return *this;
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}
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/**
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* @brief Specifies the required progress to unlock the achievement. This is the number of times this achievement has to be triggered to unlock it. The default is 1.
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* @param progress Required progress
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* @return Reference to the achievement
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*/
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Achievement& setRequiredProgress(u32 progress) {
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this->m_maxProgress = progress;
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return *this;
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}
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/**
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* @brief Returns the required progress to unlock the achievement
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* @return Required progress to unlock the achievement
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*/
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[[nodiscard]] u32 getRequiredProgress() const {
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return this->m_maxProgress;
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}
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/**
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* @brief Returns the current progress of the achievement
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* @return Current progress of the achievement
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*/
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[[nodiscard]] u32 getProgress() const {
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return this->m_progress;
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}
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/**
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* @brief Sets the callback to call when the achievement is clicked
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* @param callback Callback to call when the achievement is clicked
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*/
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void setClickCallback(const std::function<void(Achievement &)> &callback) {
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this->m_clickCallback = callback;
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}
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/**
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* @brief Returns the callback to call when the achievement is clicked
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* @return Callback to call when the achievement is clicked
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*/
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[[nodiscard]] const std::function<void(Achievement &)> &getClickCallback() const {
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return this->m_clickCallback;
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}
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/**
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* @brief Returns whether the achievement is temporary. Temporary achievements have been added by challenge projects for example and will be removed when the project is closed.
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* @return Whether the achievement is temporary
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*/
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[[nodiscard]] bool isTemporary() const {
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return this->m_temporary;
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}
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/**
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* @brief Sets whether the achievement is unlocked
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* @param unlocked Whether the achievement is unlocked
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*/
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void setUnlocked(bool unlocked) {
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if (unlocked) {
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if (this->m_progress < this->m_maxProgress)
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this->m_progress++;
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} else {
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this->m_progress = 0;
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}
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}
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protected:
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void setProgress(u32 progress) {
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this->m_progress = progress;
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}
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private:
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std::string m_unlocalizedCategory, m_unlocalizedName;
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std::string m_unlocalizedDescription;
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bool m_blacked = false;
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bool m_invisible = false;
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std::vector<std::string> m_requirements, m_visibilityRequirements;
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std::function<void(Achievement &)> m_clickCallback;
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std::vector<u8> m_iconData;
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mutable ImGuiExt::Texture m_icon;
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u32 m_progress = 0;
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u32 m_maxProgress = 1;
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bool m_temporary = false;
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friend class AchievementManager;
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};
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class AchievementManager {
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public:
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AchievementManager() = delete;
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struct AchievementNode {
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Achievement *achievement;
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std::vector<AchievementNode*> children, parents;
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std::vector<AchievementNode*> visibilityParents;
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ImVec2 position;
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[[nodiscard]] bool hasParents() const {
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return !this->parents.empty();
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}
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[[nodiscard]] bool isUnlockable() const {
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return std::all_of(this->parents.begin(), this->parents.end(), [](auto &parent) { return parent->achievement->isUnlocked(); });
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}
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[[nodiscard]] bool isVisible() const {
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return std::all_of(this->visibilityParents.begin(), this->visibilityParents.end(), [](auto &parent) { return parent->achievement->isUnlocked(); });
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}
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[[nodiscard]] bool isUnlocked() const {
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return this->achievement->isUnlocked();
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}
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};
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/**
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* @brief Adds a new achievement
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* @tparam T Type of the achievement
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* @param args Arguments to pass to the constructor of the achievement
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* @return Reference to the achievement
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*/
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template<std::derived_from<Achievement> T = Achievement>
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static Achievement& addAchievement(auto && ... args) {
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auto newAchievement = std::make_unique<T>(std::forward<decltype(args)>(args)...);
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const auto &category = newAchievement->getUnlocalizedCategory();
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const auto &name = newAchievement->getUnlocalizedName();
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auto [categoryIter, categoryInserted] = getAchievements().insert({ category, std::unordered_map<std::string, std::unique_ptr<Achievement>>{} });
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auto &[categoryKey, achievements] = *categoryIter;
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auto [achievementIter, achievementInserted] = achievements.insert({ name, std::move(newAchievement) });
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auto &[achievementKey, achievement] = *achievementIter;
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achievementAdded();
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return *achievement;
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}
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/**
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* @brief Adds a new temporary achievement
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* @tparam T Type of the achievement
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* @param args Arguments to pass to the constructor of the achievement
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* @return Reference to the achievement
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*/
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template<std::derived_from<Achievement> T = Achievement>
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static Achievement& addTemporaryAchievement(auto && ... args) {
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auto &achievement = addAchievement<T>(std::forward<decltype(args)>(args)...);
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achievement.m_temporary = true;
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return achievement;
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}
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/**
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* @brief Unlocks an achievement
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* @param unlocalizedCategory Unlocalized category of the achievement
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* @param unlocalizedName Unlocalized name of the achievement
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*/
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static void unlockAchievement(const std::string &unlocalizedCategory, const std::string &unlocalizedName);
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/**
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* @brief Returns all registered achievements
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* @return All achievements
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*/
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static std::unordered_map<std::string, std::unordered_map<std::string, std::unique_ptr<Achievement>>>& getAchievements();
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/**
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* @brief Returns all achievement start nodes
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* @note Start nodes are all nodes that don't have any parents
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* @param rebuild Whether to rebuild the list of start nodes
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* @return All achievement start nodes
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*/
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static std::unordered_map<std::string, std::vector<AchievementNode*>>& getAchievementStartNodes(bool rebuild = true);
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/**
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* @brief Returns all achievement nodes
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* @param rebuild Whether to rebuild the list of nodes
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* @return All achievement nodes
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*/
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static std::unordered_map<std::string, std::list<AchievementNode>>& getAchievementNodes(bool rebuild = true);
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/**
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* @brief Loads the progress of all achievements from the achievements save file
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*/
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static void loadProgress();
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/**
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* @brief Stores the progress of all achievements to the achievements save file
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*/
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static void storeProgress();
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/**
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* @brief Removes all registered achievements from the tree
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*/
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static void clear();
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/**
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* @brief Removes all temporary achievements from the tree
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*/
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static void clearTemporary();
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/**
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* \brief Returns the current progress of all achievements
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* \return A pair containing the number of unlocked achievements and the total number of achievements
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*/
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static std::pair<u32, u32> getProgress();
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private:
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static void achievementAdded();
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};
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} |