fix snow and exposure
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@@ -35,6 +35,8 @@ 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 SteamManager.is_on_steam:
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return
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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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@@ -47,17 +49,25 @@ func unlock(api_name: String) -> void:
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unlocked.emit(api_name)
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func is_unlocked(api_name: String) -> bool:
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if not SteamManager.is_on_steam:
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return false
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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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if not SteamManager.is_on_steam:
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return ""
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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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if not SteamManager.is_on_steam:
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return ""
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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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if not SteamManager.is_on_steam:
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return 0.0
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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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@@ -65,9 +75,10 @@ func get_global_percent(api_name: String) -> float:
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#for development only: reset an achievement
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func clear(api_name: String) -> void:
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if not SteamManager.is_on_steam:
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return
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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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func _on_achievement_stored(_game: int, _group: bool, api_name: String, 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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@@ -30,15 +30,21 @@ func _ready() -> void:
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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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if not SteamManager.is_on_steam:
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return 0
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return Steam.getStatInt(stat)
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func get_float(stat: String) -> float:
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if not SteamManager.is_on_steam:
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return 0.0
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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 SteamManager.is_on_steam:
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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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@@ -52,18 +58,26 @@ func set_float(stat: String, value: float) -> void:
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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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if not SteamManager.is_on_steam:
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return
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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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if not SteamManager.is_on_steam:
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return
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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 SteamManager.is_on_steam:
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return
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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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if not SteamManager.is_on_steam:
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return
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if !Steam.resetAllStats(include_achievements):
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push_error("resetAllStats failed")
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