# Released under the MIT License. See LICENSE for details. # """Various functionality related to achievements.""" from __future__ import annotations from typing import TYPE_CHECKING import _ba from ba import _internal from ba._error import print_exception if TYPE_CHECKING: from typing import Any, Sequence import ba # This could use some cleanup. # We wear the cone of shame. # pylint: disable=too-many-lines # pylint: disable=too-many-statements # pylint: disable=too-many-locals # pylint: disable=too-many-branches # FIXME: We should probably point achievements # at coop levels instead of hard-coding names. # (so level name substitution works right and whatnot). ACH_LEVEL_NAMES = { 'Boom Goes the Dynamite': 'Pro Onslaught', 'Boxer': 'Onslaught Training', 'Flawless Victory': 'Rookie Onslaught', 'Gold Miner': 'Uber Onslaught', 'Got the Moves': 'Uber Football', 'Last Stand God': 'The Last Stand', 'Last Stand Master': 'The Last Stand', 'Last Stand Wizard': 'The Last Stand', 'Mine Games': 'Rookie Onslaught', 'Off You Go Then': 'Onslaught Training', 'Onslaught God': 'Infinite Onslaught', 'Onslaught Master': 'Infinite Onslaught', 'Onslaught Training Victory': 'Onslaught Training', 'Onslaught Wizard': 'Infinite Onslaught', 'Precision Bombing': 'Pro Runaround', 'Pro Boxer': 'Pro Onslaught', 'Pro Football Shutout': 'Pro Football', 'Pro Football Victory': 'Pro Football', 'Pro Onslaught Victory': 'Pro Onslaught', 'Pro Runaround Victory': 'Pro Runaround', 'Rookie Football Shutout': 'Rookie Football', 'Rookie Football Victory': 'Rookie Football', 'Rookie Onslaught Victory': 'Rookie Onslaught', 'Runaround God': 'Infinite Runaround', 'Runaround Master': 'Infinite Runaround', 'Runaround Wizard': 'Infinite Runaround', 'Stayin\' Alive': 'Uber Runaround', 'Super Mega Punch': 'Pro Football', 'Super Punch': 'Rookie Football', 'TNT Terror': 'Uber Onslaught', 'The Great Wall': 'Uber Runaround', 'The Wall': 'Pro Runaround', 'Uber Football Shutout': 'Uber Football', 'Uber Football Victory': 'Uber Football', 'Uber Onslaught Victory': 'Uber Onslaught', 'Uber Runaround Victory': 'Uber Runaround', } class AchievementSubsystem: """Subsystem for achievement handling. Category: **App Classes** Access the single shared instance of this class at 'ba.app.ach'. """ def __init__(self) -> None: self.achievements: list[Achievement] = [] self.achievements_to_display: (list[tuple[ba.Achievement, bool]]) = [] self.achievement_display_timer: _ba.Timer | None = None self.last_achievement_display_time: float = 0.0 self.achievement_completion_banner_slots: set[int] = set() self._init_achievements() def _init_achievements(self) -> None: """Fill in available achievements.""" achs = self.achievements # 5 achs.append( Achievement('In Control', 'achievementInControl', (1, 1, 1), '', 5) ) # 15 achs.append( Achievement( 'Sharing is Caring', 'achievementSharingIsCaring', (1, 1, 1), '', 15, ) ) # 10 achs.append( Achievement( 'Dual Wielding', 'achievementDualWielding', (1, 1, 1), '', 10 ) ) # 10 achs.append( Achievement( 'Free Loader', 'achievementFreeLoader', (1, 1, 1), '', 10 ) ) # 20 achs.append( Achievement( 'Team Player', 'achievementTeamPlayer', (1, 1, 1), '', 20 ) ) # 5 achs.append( Achievement( 'Onslaught Training Victory', 'achievementOnslaught', (1, 1, 1), 'Default:Onslaught Training', 5, ) ) # 5 achs.append( Achievement( 'Off You Go Then', 'achievementOffYouGo', (1, 1.1, 1.3), 'Default:Onslaught Training', 5, ) ) # 10 achs.append( Achievement( 'Boxer', 'achievementBoxer', (1, 0.6, 0.6), 'Default:Onslaught Training', 10, hard_mode_only=True, ) ) # 10 achs.append( Achievement( 'Rookie Onslaught Victory', 'achievementOnslaught', (0.5, 1.4, 0.6), 'Default:Rookie Onslaught', 10, ) ) # 10 achs.append( Achievement( 'Mine Games', 'achievementMine', (1, 1, 1.4), 'Default:Rookie Onslaught', 10, ) ) # 15 achs.append( Achievement( 'Flawless Victory', 'achievementFlawlessVictory', (1, 1, 1), 'Default:Rookie Onslaught', 15, hard_mode_only=True, ) ) # 10 achs.append( Achievement( 'Rookie Football Victory', 'achievementFootballVictory', (1.0, 1, 0.6), 'Default:Rookie Football', 10, ) ) # 10 achs.append( Achievement( 'Super Punch', 'achievementSuperPunch', (1, 1, 1.8), 'Default:Rookie Football', 10, ) ) # 15 achs.append( Achievement( 'Rookie Football Shutout', 'achievementFootballShutout', (1, 1, 1), 'Default:Rookie Football', 15, hard_mode_only=True, ) ) # 15 achs.append( Achievement( 'Pro Onslaught Victory', 'achievementOnslaught', (0.3, 1, 2.0), 'Default:Pro Onslaught', 15, ) ) # 15 achs.append( Achievement( 'Boom Goes the Dynamite', 'achievementTNT', (1.4, 1.2, 0.8), 'Default:Pro Onslaught', 15, ) ) # 20 achs.append( Achievement( 'Pro Boxer', 'achievementBoxer', (2, 2, 0), 'Default:Pro Onslaught', 20, hard_mode_only=True, ) ) # 15 achs.append( Achievement( 'Pro Football Victory', 'achievementFootballVictory', (1.3, 1.3, 2.0), 'Default:Pro Football', 15, ) ) # 15 achs.append( Achievement( 'Super Mega Punch', 'achievementSuperPunch', (2, 1, 0.6), 'Default:Pro Football', 15, ) ) # 20 achs.append( Achievement( 'Pro Football Shutout', 'achievementFootballShutout', (0.7, 0.7, 2.0), 'Default:Pro Football', 20, hard_mode_only=True, ) ) # 15 achs.append( Achievement( 'Pro Runaround Victory', 'achievementRunaround', (1, 1, 1), 'Default:Pro Runaround', 15, ) ) # 20 achs.append( Achievement( 'Precision Bombing', 'achievementCrossHair', (1, 1, 1.3), 'Default:Pro Runaround', 20, hard_mode_only=True, ) ) # 25 achs.append( Achievement( 'The Wall', 'achievementWall', (1, 0.7, 0.7), 'Default:Pro Runaround', 25, hard_mode_only=True, ) ) # 30 achs.append( Achievement( 'Uber Onslaught Victory', 'achievementOnslaught', (2, 2, 1), 'Default:Uber Onslaught', 30, ) ) # 30 achs.append( Achievement( 'Gold Miner', 'achievementMine', (2, 1.6, 0.2), 'Default:Uber Onslaught', 30, hard_mode_only=True, ) ) # 30 achs.append( Achievement( 'TNT Terror', 'achievementTNT', (2, 1.8, 0.3), 'Default:Uber Onslaught', 30, hard_mode_only=True, ) ) # 30 achs.append( Achievement( 'Uber Football Victory', 'achievementFootballVictory', (1.8, 1.4, 0.3), 'Default:Uber Football', 30, ) ) # 30 achs.append( Achievement( 'Got the Moves', 'achievementGotTheMoves', (2, 1, 0), 'Default:Uber Football', 30, hard_mode_only=True, ) ) # 40 achs.append( Achievement( 'Uber Football Shutout', 'achievementFootballShutout', (2, 2, 0), 'Default:Uber Football', 40, hard_mode_only=True, ) ) # 30 achs.append( Achievement( 'Uber Runaround Victory', 'achievementRunaround', (1.5, 1.2, 0.2), 'Default:Uber Runaround', 30, ) ) # 40 achs.append( Achievement( 'The Great Wall', 'achievementWall', (2, 1.7, 0.4), 'Default:Uber Runaround', 40, hard_mode_only=True, ) ) # 40 achs.append( Achievement( 'Stayin\' Alive', 'achievementStayinAlive', (2, 2, 1), 'Default:Uber Runaround', 40, hard_mode_only=True, ) ) # 20 achs.append( Achievement( 'Last Stand Master', 'achievementMedalSmall', (2, 1.5, 0.3), 'Default:The Last Stand', 20, hard_mode_only=True, ) ) # 40 achs.append( Achievement( 'Last Stand Wizard', 'achievementMedalMedium', (2, 1.5, 0.3), 'Default:The Last Stand', 40, hard_mode_only=True, ) ) # 60 achs.append( Achievement( 'Last Stand God', 'achievementMedalLarge', (2, 1.5, 0.3), 'Default:The Last Stand', 60, hard_mode_only=True, ) ) # 5 achs.append( Achievement( 'Onslaught Master', 'achievementMedalSmall', (0.7, 1, 0.7), 'Challenges:Infinite Onslaught', 5, ) ) # 15 achs.append( Achievement( 'Onslaught Wizard', 'achievementMedalMedium', (0.7, 1.0, 0.7), 'Challenges:Infinite Onslaught', 15, ) ) # 30 achs.append( Achievement( 'Onslaught God', 'achievementMedalLarge', (0.7, 1.0, 0.7), 'Challenges:Infinite Onslaught', 30, ) ) # 5 achs.append( Achievement( 'Runaround Master', 'achievementMedalSmall', (1.0, 1.0, 1.2), 'Challenges:Infinite Runaround', 5, ) ) # 15 achs.append( Achievement( 'Runaround Wizard', 'achievementMedalMedium', (1.0, 1.0, 1.2), 'Challenges:Infinite Runaround', 15, ) ) # 30 achs.append( Achievement( 'Runaround God', 'achievementMedalLarge', (1.0, 1.0, 1.2), 'Challenges:Infinite Runaround', 30, ) ) def award_local_achievement(self, achname: str) -> None: """For non-game-based achievements such as controller-connection.""" try: ach = self.get_achievement(achname) if not ach.complete: # Report new achievements to the game-service. _internal.report_achievement(achname) # And to our account. _internal.add_transaction( {'type': 'ACHIEVEMENT', 'name': achname} ) # Now attempt to show a banner. self.display_achievement_banner(achname) except Exception: print_exception() def display_achievement_banner(self, achname: str) -> None: """Display a completion banner for an achievement. (internal) Used for server-driven achievements. """ try: # FIXME: Need to get these using the UI context or some other # purely local context somehow instead of trying to inject these # into whatever activity happens to be active # (since that won't work while in client mode). activity = _ba.get_foreground_host_activity() if activity is not None: with _ba.Context(activity): self.get_achievement(achname).announce_completion() except Exception: print_exception('error showing server ach') def set_completed_achievements(self, achs: Sequence[str]) -> None: """Set the current state of completed achievements. (internal) All achievements not included here will be set incomplete. """ # Note: This gets called whenever game-center/game-circle/etc tells # us which achievements we currently have. We always defer to them, # even if that means we have to un-set an achievement we think we have. cfg = _ba.app.config cfg['Achievements'] = {} for a_name in achs: self.get_achievement(a_name).set_complete(True) cfg.commit() def get_achievement(self, name: str) -> Achievement: """Return an Achievement by name.""" achs = [a for a in self.achievements if a.name == name] assert len(achs) < 2 if not achs: raise ValueError("Invalid achievement name: '" + name + "'") return achs[0] def achievements_for_coop_level(self, level_name: str) -> list[Achievement]: """Given a level name, return achievements available for it.""" # For the Easy campaign we return achievements for the Default # campaign too. (want the user to see what achievements are part of the # level even if they can't unlock them all on easy mode). return [ a for a in self.achievements if a.level_name in (level_name, level_name.replace('Easy', 'Default')) ] def _test(self) -> None: """For testing achievement animations.""" from ba._generated.enums import TimeType def testcall1() -> None: self.achievements[0].announce_completion() self.achievements[1].announce_completion() self.achievements[2].announce_completion() def testcall2() -> None: self.achievements[3].announce_completion() self.achievements[4].announce_completion() self.achievements[5].announce_completion() _ba.timer(3.0, testcall1, timetype=TimeType.BASE) _ba.timer(7.0, testcall2, timetype=TimeType.BASE) def _get_ach_mult(include_pro_bonus: bool = False) -> int: """Return the multiplier for achievement pts. (just for display; changing this here won't affect actual rewards) """ val: int = _internal.get_v1_account_misc_read_val('achAwardMult', 5) assert isinstance(val, int) if include_pro_bonus and _ba.app.accounts_v1.have_pro(): val *= 2 return val def _display_next_achievement() -> None: # Pull the first achievement off the list and display it, or kill the # display-timer if the list is empty. app = _ba.app if app.ach.achievements_to_display: try: ach, sound = app.ach.achievements_to_display.pop(0) ach.show_completion_banner(sound) except Exception: print_exception('error showing next achievement') app.ach.achievements_to_display = [] app.ach.achievement_display_timer = None else: app.ach.achievement_display_timer = None class Achievement: """Represents attributes and state for an individual achievement. Category: **App Classes** """ def __init__( self, name: str, icon_name: str, icon_color: Sequence[float], level_name: str, award: int, hard_mode_only: bool = False, ): self._name = name self._icon_name = icon_name self._icon_color: Sequence[float] = list(icon_color) + [1] self._level_name = level_name self._completion_banner_slot: int | None = None self._award = award self._hard_mode_only = hard_mode_only @property def name(self) -> str: """The name of this achievement.""" return self._name @property def level_name(self) -> str: """The name of the level this achievement applies to.""" return self._level_name def get_icon_texture(self, complete: bool) -> ba.Texture: """Return the icon texture to display for this achievement""" return _ba.gettexture( self._icon_name if complete else 'achievementEmpty' ) def get_icon_color(self, complete: bool) -> Sequence[float]: """Return the color tint for this Achievement's icon.""" if complete: return self._icon_color return 1.0, 1.0, 1.0, 0.6 @property def hard_mode_only(self) -> bool: """Whether this Achievement is only unlockable in hard-mode.""" return self._hard_mode_only @property def complete(self) -> bool: """Whether this Achievement is currently complete.""" val: bool = self._getconfig()['Complete'] assert isinstance(val, bool) return val def announce_completion(self, sound: bool = True) -> None: """Kick off an announcement for this achievement's completion.""" from ba._generated.enums import TimeType app = _ba.app # Even though there are technically achievements when we're not # signed in, lets not show them (otherwise we tend to get # confusing 'controller connected' achievements popping up while # waiting to sign in which can be confusing). if _internal.get_v1_account_state() != 'signed_in': return # If we're being freshly complete, display/report it and whatnot. if (self, sound) not in app.ach.achievements_to_display: app.ach.achievements_to_display.append((self, sound)) # If there's no achievement display timer going, kick one off # (if one's already running it will pick this up before it dies). # Need to check last time too; its possible our timer wasn't able to # clear itself if an activity died and took it down with it. if ( app.ach.achievement_display_timer is None or _ba.time(TimeType.REAL) - app.ach.last_achievement_display_time > 2.0 ) and _ba.getactivity(doraise=False) is not None: app.ach.achievement_display_timer = _ba.Timer( 1.0, _display_next_achievement, repeat=True, timetype=TimeType.BASE, ) # Show the first immediately. _display_next_achievement() def set_complete(self, complete: bool = True) -> None: """Set an achievement's completed state. note this only sets local state; use a transaction to actually award achievements. """ config = self._getconfig() if complete != config['Complete']: config['Complete'] = complete @property def display_name(self) -> ba.Lstr: """Return a ba.Lstr for this Achievement's name.""" from ba._language import Lstr name: ba.Lstr | str try: if self._level_name != '': from ba._campaign import getcampaign campaignname, campaign_level = self._level_name.split(':') name = ( getcampaign(campaignname) .getlevel(campaign_level) .displayname ) else: name = '' except Exception: name = '' print_exception() return Lstr( resource='achievements.' + self._name + '.name', subs=[('${LEVEL}', name)], ) @property def description(self) -> ba.Lstr: """Get a ba.Lstr for the Achievement's brief description.""" from ba._language import Lstr if ( 'description' in _ba.app.lang.get_resource('achievements')[self._name] ): return Lstr(resource='achievements.' + self._name + '.description') return Lstr(resource='achievements.' + self._name + '.descriptionFull') @property def description_complete(self) -> ba.Lstr: """Get a ba.Lstr for the Achievement's description when completed.""" from ba._language import Lstr if ( 'descriptionComplete' in _ba.app.lang.get_resource('achievements')[self._name] ): return Lstr( resource='achievements.' + self._name + '.descriptionComplete' ) return Lstr( resource='achievements.' + self._name + '.descriptionFullComplete' ) @property def description_full(self) -> ba.Lstr: """Get a ba.Lstr for the Achievement's full description.""" from ba._language import Lstr return Lstr( resource='achievements.' + self._name + '.descriptionFull', subs=[ ( '${LEVEL}', Lstr( translate=( 'coopLevelNames', ACH_LEVEL_NAMES.get(self._name, '?'), ) ), ) ], ) @property def description_full_complete(self) -> ba.Lstr: """Get a ba.Lstr for the Achievement's full desc. when completed.""" from ba._language import Lstr return Lstr( resource='achievements.' + self._name + '.descriptionFullComplete', subs=[ ( '${LEVEL}', Lstr( translate=( 'coopLevelNames', ACH_LEVEL_NAMES.get(self._name, '?'), ) ), ) ], ) def get_award_ticket_value(self, include_pro_bonus: bool = False) -> int: """Get the ticket award value for this achievement.""" val: int = _internal.get_v1_account_misc_read_val( 'achAward.' + self._name, self._award ) * _get_ach_mult(include_pro_bonus) assert isinstance(val, int) return val @property def power_ranking_value(self) -> int: """Get the power-ranking award value for this achievement.""" val: int = _internal.get_v1_account_misc_read_val( 'achLeaguePoints.' + self._name, self._award ) assert isinstance(val, int) return val def create_display( self, x: float, y: float, delay: float, outdelay: float | None = None, color: Sequence[float] | None = None, style: str = 'post_game', ) -> list[ba.Actor]: """Create a display for the Achievement. Shows the Achievement icon, name, and description. """ # pylint: disable=cyclic-import from ba._language import Lstr from ba._generated.enums import SpecialChar from ba._coopsession import CoopSession from bastd.actor.image import Image from bastd.actor.text import Text # Yeah this needs cleaning up. if style == 'post_game': in_game_colors = False in_main_menu = False h_attach = Text.HAttach.CENTER v_attach = Text.VAttach.CENTER attach = Image.Attach.CENTER elif style == 'in_game': in_game_colors = True in_main_menu = False h_attach = Text.HAttach.LEFT v_attach = Text.VAttach.TOP attach = Image.Attach.TOP_LEFT elif style == 'news': in_game_colors = True in_main_menu = True h_attach = Text.HAttach.CENTER v_attach = Text.VAttach.TOP attach = Image.Attach.TOP_CENTER else: raise ValueError('invalid style "' + style + '"') # Attempt to determine what campaign we're in # (so we know whether to show "hard mode only"). if in_main_menu: hmo = False else: try: session = _ba.getsession() if isinstance(session, CoopSession): campaign = session.campaign assert campaign is not None hmo = self._hard_mode_only and campaign.name == 'Easy' else: hmo = False except Exception: print_exception('Error determining campaign.') hmo = False objs: list[ba.Actor] if in_game_colors: objs = [] out_delay_fin = (delay + outdelay) if outdelay is not None else None if color is not None: cl1 = (2.0 * color[0], 2.0 * color[1], 2.0 * color[2], color[3]) cl2 = color else: cl1 = (1.5, 1.5, 2, 1.0) cl2 = (0.8, 0.8, 1.0, 1.0) if hmo: cl1 = (cl1[0], cl1[1], cl1[2], cl1[3] * 0.6) cl2 = (cl2[0], cl2[1], cl2[2], cl2[3] * 0.2) objs.append( Image( self.get_icon_texture(False), host_only=True, color=cl1, position=(x - 25, y + 5), attach=attach, transition=Image.Transition.FADE_IN, transition_delay=delay, vr_depth=4, transition_out_delay=out_delay_fin, scale=(40, 40), ).autoretain() ) txt = self.display_name txt_s = 0.85 txt_max_w = 300 objs.append( Text( txt, host_only=True, maxwidth=txt_max_w, position=(x, y + 2), transition=Text.Transition.FADE_IN, scale=txt_s, flatness=0.6, shadow=0.5, h_attach=h_attach, v_attach=v_attach, color=cl2, transition_delay=delay + 0.05, transition_out_delay=out_delay_fin, ).autoretain() ) txt2_s = 0.62 txt2_max_w = 400 objs.append( Text( self.description_full if in_main_menu else self.description, host_only=True, maxwidth=txt2_max_w, position=(x, y - 14), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, scale=txt2_s, flatness=1.0, shadow=0.5, color=cl2, transition_delay=delay + 0.1, transition_out_delay=out_delay_fin, ).autoretain() ) if hmo: txtactor = Text( Lstr(resource='difficultyHardOnlyText'), host_only=True, maxwidth=txt2_max_w * 0.7, position=(x + 60, y + 5), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, scale=txt_s * 0.8, flatness=1.0, shadow=0.5, color=(1, 1, 0.6, 1), transition_delay=delay + 0.1, transition_out_delay=out_delay_fin, ).autoretain() txtactor.node.rotate = 10 objs.append(txtactor) # Ticket-award. award_x = -100 objs.append( Text( _ba.charstr(SpecialChar.TICKET), host_only=True, position=(x + award_x + 33, y + 7), transition=Text.Transition.FADE_IN, scale=1.5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=(1, 1, 1, 0.2 if hmo else 0.4), transition_delay=delay + 0.05, transition_out_delay=out_delay_fin, ).autoretain() ) objs.append( Text( '+' + str(self.get_award_ticket_value()), host_only=True, position=(x + award_x + 28, y + 16), transition=Text.Transition.FADE_IN, scale=0.7, flatness=1, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=cl2, transition_delay=delay + 0.05, transition_out_delay=out_delay_fin, ).autoretain() ) else: complete = self.complete objs = [] c_icon = self.get_icon_color(complete) if hmo and not complete: c_icon = (c_icon[0], c_icon[1], c_icon[2], c_icon[3] * 0.3) objs.append( Image( self.get_icon_texture(complete), host_only=True, color=c_icon, position=(x - 25, y + 5), attach=attach, vr_depth=4, transition=Image.Transition.IN_RIGHT, transition_delay=delay, transition_out_delay=None, scale=(40, 40), ).autoretain() ) if complete: objs.append( Image( _ba.gettexture('achievementOutline'), host_only=True, model_transparent=_ba.getmodel('achievementOutline'), color=(2, 1.4, 0.4, 1), vr_depth=8, position=(x - 25, y + 5), attach=attach, transition=Image.Transition.IN_RIGHT, transition_delay=delay, transition_out_delay=None, scale=(40, 40), ).autoretain() ) else: if not complete: award_x = -100 objs.append( Text( _ba.charstr(SpecialChar.TICKET), host_only=True, position=(x + award_x + 33, y + 7), transition=Text.Transition.IN_RIGHT, scale=1.5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=(1, 1, 1, 0.4) if complete else (1, 1, 1, (0.1 if hmo else 0.2)), transition_delay=delay + 0.05, transition_out_delay=None, ).autoretain() ) objs.append( Text( '+' + str(self.get_award_ticket_value()), host_only=True, position=(x + award_x + 28, y + 16), transition=Text.Transition.IN_RIGHT, scale=0.7, flatness=1, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, color=( (0.8, 0.93, 0.8, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4)) ), transition_delay=delay + 0.05, transition_out_delay=None, ).autoretain() ) # Show 'hard-mode-only' only over incomplete achievements # when that's the case. if hmo: txtactor = Text( Lstr(resource='difficultyHardOnlyText'), host_only=True, maxwidth=300 * 0.7, position=(x + 60, y + 5), transition=Text.Transition.FADE_IN, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, scale=0.85 * 0.8, flatness=1.0, shadow=0.5, color=(1, 1, 0.6, 1), transition_delay=delay + 0.05, transition_out_delay=None, ).autoretain() assert txtactor.node txtactor.node.rotate = 10 objs.append(txtactor) objs.append( Text( self.display_name, host_only=True, maxwidth=300, position=(x, y + 2), transition=Text.Transition.IN_RIGHT, scale=0.85, flatness=0.6, h_attach=h_attach, v_attach=v_attach, color=( (0.8, 0.93, 0.8, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4)) ), transition_delay=delay + 0.05, transition_out_delay=None, ).autoretain() ) objs.append( Text( self.description_complete if complete else self.description, host_only=True, maxwidth=400, position=(x, y - 14), transition=Text.Transition.IN_RIGHT, vr_depth=-5, h_attach=h_attach, v_attach=v_attach, scale=0.62, flatness=1.0, color=( (0.6, 0.6, 0.6, 1.0) if complete else (0.6, 0.6, 0.6, (0.2 if hmo else 0.4)) ), transition_delay=delay + 0.1, transition_out_delay=None, ).autoretain() ) return objs def _getconfig(self) -> dict[str, Any]: """ Return the sub-dict in settings where this achievement's state is stored, creating it if need be. """ val: dict[str, Any] = _ba.app.config.setdefault( 'Achievements', {} ).setdefault(self._name, {'Complete': False}) assert isinstance(val, dict) return val def _remove_banner_slot(self) -> None: assert self._completion_banner_slot is not None _ba.app.ach.achievement_completion_banner_slots.remove( self._completion_banner_slot ) self._completion_banner_slot = None def show_completion_banner(self, sound: bool = True) -> None: """Create the banner/sound for an acquired achievement announcement.""" from ba import _gameutils from bastd.actor.text import Text from bastd.actor.image import Image from ba._general import WeakCall from ba._language import Lstr from ba._messages import DieMessage from ba._generated.enums import TimeType, SpecialChar app = _ba.app app.ach.last_achievement_display_time = _ba.time(TimeType.REAL) # Just piggy-back onto any current activity # (should we use the session instead?..) activity = _ba.getactivity(doraise=False) # If this gets called while this achievement is occupying a slot # already, ignore it. (probably should never happen in real # life but whatevs). if self._completion_banner_slot is not None: return if activity is None: print('show_completion_banner() called with no current activity!') return if sound: _ba.playsound(_ba.getsound('achievement'), host_only=True) else: _ba.timer( 0.5, lambda: _ba.playsound(_ba.getsound('ding'), host_only=True) ) in_time = 0.300 out_time = 3.5 base_vr_depth = 200 # Find the first free slot. i = 0 while True: if i not in app.ach.achievement_completion_banner_slots: app.ach.achievement_completion_banner_slots.add(i) self._completion_banner_slot = i # Remove us from that slot when we close. # Use a real-timer in the UI context so the removal runs even # if our activity/session dies. with _ba.Context('ui'): _ba.timer( in_time + out_time, self._remove_banner_slot, timetype=TimeType.REAL, ) break i += 1 assert self._completion_banner_slot is not None y_offs = 110 * self._completion_banner_slot objs: list[ba.Actor] = [] obj = Image( _ba.gettexture('shadow'), position=(-30, 30 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, transition=Image.Transition.IN_BOTTOM, vr_depth=base_vr_depth - 100, transition_delay=in_time, transition_out_delay=out_time, color=(0.0, 0.1, 0, 1), scale=(1000, 300), ).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True obj = Image( _ba.gettexture('light'), position=(-180, 60 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, vr_depth=base_vr_depth, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, color=(1.8, 1.8, 1.0, 0.0), scale=(40, 300), ).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True obj.node.premultiplied = True combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 2}) _gameutils.animate( combine, 'input0', { in_time: 0, in_time + 0.4: 30, in_time + 0.5: 40, in_time + 0.6: 30, in_time + 2.0: 0, }, ) _gameutils.animate( combine, 'input1', { in_time: 0, in_time + 0.4: 200, in_time + 0.5: 500, in_time + 0.6: 200, in_time + 2.0: 0, }, ) combine.connectattr('output', obj.node, 'scale') _gameutils.animate(obj.node, 'rotate', {0: 0.0, 0.35: 360.0}, loop=True) obj = Image( self.get_icon_texture(True), position=(-180, 60 + y_offs), attach=Image.Attach.BOTTOM_CENTER, front=True, vr_depth=base_vr_depth - 10, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, scale=(100, 100), ).autoretain() objs.append(obj) assert obj.node obj.node.host_only = True # Flash. color = self.get_icon_color(True) combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3}) keys = { in_time: 1.0 * color[0], in_time + 0.4: 1.5 * color[0], in_time + 0.5: 6.0 * color[0], in_time + 0.6: 1.5 * color[0], in_time + 2.0: 1.0 * color[0], } _gameutils.animate(combine, 'input0', keys) keys = { in_time: 1.0 * color[1], in_time + 0.4: 1.5 * color[1], in_time + 0.5: 6.0 * color[1], in_time + 0.6: 1.5 * color[1], in_time + 2.0: 1.0 * color[1], } _gameutils.animate(combine, 'input1', keys) keys = { in_time: 1.0 * color[2], in_time + 0.4: 1.5 * color[2], in_time + 0.5: 6.0 * color[2], in_time + 0.6: 1.5 * color[2], in_time + 2.0: 1.0 * color[2], } _gameutils.animate(combine, 'input2', keys) combine.connectattr('output', obj.node, 'color') obj = Image( _ba.gettexture('achievementOutline'), model_transparent=_ba.getmodel('achievementOutline'), position=(-180, 60 + y_offs), front=True, attach=Image.Attach.BOTTOM_CENTER, vr_depth=base_vr_depth, transition=Image.Transition.IN_BOTTOM, transition_delay=in_time, transition_out_delay=out_time, scale=(100, 100), ).autoretain() assert obj.node obj.node.host_only = True # Flash. color = (2, 1.4, 0.4, 1) combine = _ba.newnode('combine', owner=obj.node, attrs={'size': 3}) keys = { in_time: 1.0 * color[0], in_time + 0.4: 1.5 * color[0], in_time + 0.5: 6.0 * color[0], in_time + 0.6: 1.5 * color[0], in_time + 2.0: 1.0 * color[0], } _gameutils.animate(combine, 'input0', keys) keys = { in_time: 1.0 * color[1], in_time + 0.4: 1.5 * color[1], in_time + 0.5: 6.0 * color[1], in_time + 0.6: 1.5 * color[1], in_time + 2.0: 1.0 * color[1], } _gameutils.animate(combine, 'input1', keys) keys = { in_time: 1.0 * color[2], in_time + 0.4: 1.5 * color[2], in_time + 0.5: 6.0 * color[2], in_time + 0.6: 1.5 * color[2], in_time + 2.0: 1.0 * color[2], } _gameutils.animate(combine, 'input2', keys) combine.connectattr('output', obj.node, 'color') objs.append(obj) objt = Text( Lstr( value='${A}:', subs=[('${A}', Lstr(resource='achievementText'))] ), position=(-120, 91 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, vr_depth=base_vr_depth - 10, transition=Text.Transition.IN_BOTTOM, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, color=(1, 1, 1, 0.8), scale=0.65, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text( self.display_name, position=(-120, 50 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(1, 0.8, 0, 1.0), scale=1.5, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text( _ba.charstr(SpecialChar.TICKET), position=(-120 - 170 + 5, 75 + y_offs - 20), front=True, v_attach=Text.VAttach.BOTTOM, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0.5, 0.5, 0.5, 1), scale=3.0, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text( '+' + str(self.get_award_ticket_value()), position=(-120 - 180 + 5, 80 + y_offs - 20), v_attach=Text.VAttach.BOTTOM, front=True, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, shadow=1.0, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0, 1, 0, 1), scale=1.5, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True # Add the 'x 2' if we've got pro. if app.accounts_v1.have_pro(): objt = Text( 'x 2', position=(-120 - 180 + 45, 80 + y_offs - 50), v_attach=Text.VAttach.BOTTOM, front=True, h_align=Text.HAlign.CENTER, v_align=Text.VAlign.CENTER, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth, flatness=0.5, shadow=1.0, transition_delay=in_time, transition_out_delay=out_time, flash=True, color=(0.4, 0, 1, 1), scale=0.9, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True objt = Text( self.description_complete, position=(-120, 30 + y_offs), front=True, v_attach=Text.VAttach.BOTTOM, transition=Text.Transition.IN_BOTTOM, vr_depth=base_vr_depth - 10, flatness=0.5, transition_delay=in_time, transition_out_delay=out_time, color=(1.0, 0.7, 0.5, 1.0), scale=0.8, ).autoretain() objs.append(objt) assert objt.node objt.node.host_only = True for actor in objs: _ba.timer( out_time + 1.000, WeakCall(actor.handlemessage, DieMessage()) )