add steam overlay, achievements and stats managers
This commit is contained in:
73
core/steam_manager/achievement_manager.gd
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73
core/steam_manager/achievement_manager.gd
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extends Node
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#Achievement e statistiche devono essere pubblicati live nel backend
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#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
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const KNOWN := [
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"ACH_FIRST_WIN",
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"ACH_PLAY_10_GAMES",
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"ACH_REACH_LEVEL_5",
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]
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#how it works:
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#func _on_player_won() -> void:
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# Achievements.unlock("ACH_FIRST_WIN") #unlock the achievement at first win
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#func _on_match_finished(coins_collected: int) -> void:
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#update stats
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#...
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#check thresholds and unlock achievements
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# if Stats.get_int("stat_games_played") >= 10:
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# Achievements.unlock("ACH_PLAY_10_GAMES")
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# if Stats.get_int("stat_total_coins") >= 100:
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# Achievements.unlock("ACH_COLLECT_100_COINS")
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signal unlocked(api_name: String)
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func _ready() -> void:
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if not SteamManager.is_on_steam:
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return
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Steam.user_achievement_stored.connect(_on_achievement_stored)
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Steam.global_achievement_percentages_ready.connect(_on_global_percentages_ready)
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Steam.requestGlobalAchievementPercentages() # asincrona
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func _on_global_percentages_ready(_game: int, _result: int) -> void:
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pass
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func unlock(api_name: String) -> void:
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if not KNOWN.has(api_name):
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push_warning("Achievement unknown: %s" % api_name)
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return
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if is_unlocked(api_name):
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return
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if not Steam.setAchievement(api_name):
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push_error("setAchievement failed (is published on Steam?): %s" % api_name)
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return
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Steam.storeStats()
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unlocked.emit(api_name)
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func is_unlocked(api_name: String) -> bool:
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var data: Dictionary = Steam.getAchievement(api_name)
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return data.get("achieved", false)
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func get_display_name(api_name: String) -> String:
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return Steam.getAchievementDisplayAttribute(api_name, "name")
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func get_description(api_name: String) -> String:
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return Steam.getAchievementDisplayAttribute(api_name, "desc")
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#Global percentage of player who have unlocked the achievement
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func get_global_percent(api_name: String) -> float:
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var data: Dictionary = Steam.getAchievementAchievedPercent(api_name)
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if not data.get("ret", false):
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return -1.0 #global percentage not yet available
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return data.get("percent", 0.0)
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#for development only: reset an achievement
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func clear(api_name: String) -> void:
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Steam.clearAchievement(api_name)
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Steam.storeStats()
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func _on_achievement_stored(_game: int, _group: bool, api_name: String,
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current: int, maximum: int) -> void:
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print("Achievement confirmed by server: %s (%d/%d)" % [api_name, current, maximum])
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1
core/steam_manager/achievement_manager.gd.uid
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1
core/steam_manager/achievement_manager.gd.uid
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uid://vcuh547okpvj
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62
core/steam_manager/stats_manager.gd
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62
core/steam_manager/stats_manager.gd
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extends Node
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#Achievement e statistiche devono essere pubblicati live nel backend
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#Steamworks anche se il gioco non è ancora uscito altrimenti le chiamate ritornano errore
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const KNOWN := [
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"stat_games_played",
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"stat_total_score",
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"stat_distance_km",
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]
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#how it works:
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#func _on_match_finished(score: int) -> void:
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# Stats.add_int("stat_games_played", 1)
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# Stats.set_int("stat_total_score", Stats.get_int("stat_total_score") + score)
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# Stats.store() #only one push at the end of the game
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# if Stats.get_int("stat_games_played") >= 10:
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# Achievements.unlock("ACH_PLAY_10_GAMES") #it call storeStats()
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func _ready() -> void:
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if not SteamManager.is_on_steam:
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return
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Steam.user_stats_stored.connect(_on_stats_stored)
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func get_int(stat: String) -> int:
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return Steam.getStatInt(stat)
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func get_float(stat: String) -> float:
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return Steam.getStatFloat(stat)
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func set_int(stat: String, value: int) -> void:
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if not KNOWN.has(stat):
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push_warning("Stat not found: %s" % stat)
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return
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if not Steam.setStatInt(stat, value):
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push_error("setStatInt failed (incremental with value less than current value? is published on steam?): %s" % stat)
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func set_float(stat: String, value: float) -> void:
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if not KNOWN.has(stat):
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push_warning("Stat not found: %s" % stat)
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return
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if not Steam.setStatFloat(stat, value):
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push_error("setStatFloat failed: %s" % stat)
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func add_int(stat: String, amount: int = 1) -> void:
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set_int(stat, get_int(stat) + amount)
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func update_avg_rate(stat: String, count_this_session: float, session_length: float) -> void:
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Steam.updateAvgRateStat(stat, count_this_session, session_length)
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#Send all data to server; call it at the end of the game of when exit
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func store() -> void:
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if not Steam.storeStats():
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push_error("storeStats failed; data saved locally")
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#Development only: reset stats
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func reset_all(include_achievements: bool = false) -> void:
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Steam.resetAllStats(include_achievements)
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Steam.storeStats()
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func _on_stats_stored(_game: int, result: int) -> void:
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print("Stats save on server, result=%d" % result)
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1
core/steam_manager/stats_manager.gd.uid
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1
core/steam_manager/stats_manager.gd.uid
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uid://bc3w8330cgc53
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27
core/steam_manager/steam_manager.gd
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27
core/steam_manager/steam_manager.gd
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@@ -0,0 +1,27 @@
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extends Node
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const APP_ID: int = 4809260 #Train Goes Choo Choo
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var is_on_steam: bool = false
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func _init() -> void:
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OS.set_environment("SteamAppId", str(APP_ID))
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OS.set_environment("SteamGameId", str(APP_ID))
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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var init := Steam.steamInitEx()
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if init['status'] != Steam.STEAM_API_INIT_RESULT_OK:
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push_error("Steam not initialized: %s" % init['verbal'])
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return
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is_on_steam = true
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Steam.overlay_toggled.connect(_on_overlay_toggled)
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func _process(_delta: float) -> void:
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if is_on_steam:
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Steam.run_callbacks() # every frame, always
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func _on_overlay_toggled(active: bool, _user_initiated: bool, _app_id: int) -> void:
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get_tree().paused = active
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1
core/steam_manager/steam_manager.gd.uid
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1
core/steam_manager/steam_manager.gd.uid
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@@ -0,0 +1 @@
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uid://b8u4wynp6d6so
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