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Moar achievements #545
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Moar achievements #545
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… (#77096) Title. Basically, each time you unlock an achievement, the score goes up by one. This PR is basically just an overglorified reference to a funny game from a bygone era after all. It even comes with its own icon unlike other scores. 💪 🐘 We've about 80 achievements in the game so far. It would be nice indeed to see how many achievements players have unlocked and how high the ladder goes. :cl: add: Added a score award that counts how many achievements you've unlocked so far. /:cl:
Adds an achievement for completing the Grand Ritual Also, adds blackbox logging for the Grand Ritual feature so we can see how much people are actually doing it Also, while testing I noticed that Summon Guns/Magic were fucked, so I fixed them. Nice to have some stats. Nice to get a juice reward for doing your wizard chores.
This Pull Request brings a new negative quirk to the list of negative quirks: Indebted. As the title suggests, you start the round with a pretty high debt of roughly 15.000 credits (give or take up to 1.250 credits), and everytime the account balance would increment, 75% of what's earned will be pushed toward solving it instead. Unlike other quirks, it is hidding from medical HUDs and the health analyzers, because I frankly believe it's quite a stretch putting it on the same plane as other quirks which are of a more "psycho-physical" nature. However, examining the medical records will return a remark on how the quirk holder has had some difficulties paying the checkup bill, hinting it greatly. Examining their ID accurately will also report the entity of the debt. Ok, the PR is now ready. It fancies an achievement and a pin too, for those who actually extinguish the debt. I think it's cool to have a quirk that affects players from an angle different than most of the others. It doesn't affect the mob directly, brings no positive or negative moodlet, gives items, but it does cripple what they can do with their own bank account. Sure, it can be circumverted by "borrowing" another player mob's ID card, but frankly it has a mild negative value on par with "Family Heirloom" so it's not a big deal. :cl: add: Added an Indebted negative quirk to the game, which gives the holder's bank account a debt averaging at 15000 credits (with a variation of 1250 cr) and forces 75% of all earnings towards solving it. A little prize awaits those who actually extinguish it. /:cl:
…ot grant on admin restarts (#77195) - "Long shift" can now be earned from sub 10 minute rounds rather than sub 5 minute rounds - Admin restarts no longer give out "Long shift" I do not think this achievement can *possibly* be earned right now. Like at all. Nuke Ops and cult are the only antags that can possibly do it and it's incredibly infeasible (requiring that they nuke the station or summon Nar'sie in just 3 minutes!) So I bumped up the timer to 10 minutes. This means that ops can get it if they nuke the station in 8 minutes, cult can get it if they REALLY speedrun, and revs can get it if they beeline the heads. I checked the DB for stats on this achievement and it's only been earned in 3 rounds across the last year - `208780` (admin restart due to a bug) `192892` (admin restart due to a bug?) `186192` (admin restart). So I also prevented admin forcing the round to end. (I don't know if it catches admin reboots directly I'll have to check that.) :cl: Melbert balance: The "Long Shift" achievement is now feasibly obtainable, and admins can no longer trigger it unknowingly /:cl:
…e DB (#77621) ## About The Pull Request Previously, it was only saved if the player unlocked at least one achievement during the round, which explains why the high scores table took several rounds to fill up. Also, removed an unused proc. ## Why It's Good For The Game Fixing a peeve. ## Changelog :cl: fix: The "Unlocked Achievements" score will now be properly saved at the end of the round the first time it's loaded. /:cl:
…he round (#77861) The roundend report now has a section dedicated to achievements earned. It will report the ckey/identity of the player, the earned achievement, and where it was earned. ![image](https://github.com/tgstation/tgstation/assets/28870487/aa522eea-0334-4986-8177-557708e5d610) Adds some more fun stuff to the roundend report, and contributes to the recent uptick in achievement-related PRs. :cl: Rhials add: The roundend report will now read out any achievements ("cheevos" as you may know them) earned by players over the course of the round. /:cl:
…n. (#77900) ## About The Pull Request Adds the "All Within Theoretical Limits" achievement. You get the achievement for standing inside the engine room at the time where the SM crystal heals from 0% health (when the crystal says "Crystalline hyperstructure returning to safe operating parameters. Harmonic frequency restored within emergency bounds. Anti-resonance filter initiated"), and waiting until the SM heals to at least 25% health. ## Why It's Good For The Game This rewards engineers who stay behind and try to save the engine even in the most dire circumstances. ## Changelog :cl: distributivgesetz add: Add an achievement for saving a cascading engine from the final countdown. /:cl:
…(#78092) Read title, this only affects the UI and not the database as far as I am aware The jobs category is painfully empty, only being home to four achievements total. Meanwhile we have a ton of achievements inside the miscellaneous category, a lot of which are not miscellaneous achievements at all. Right now I just wanna focus on moving around achievements from existing category to existing category though. This improves achievement category spread overall by a small but necessary amount. :cl: distributivgesetz code: Moved some job-related achievements from the misc category to the jobs category. /:cl:
## About The Pull Request The rock-paper-scissors selection window was causing a TypeError in tgui_alert ![image](https://github.com/tgstation/tgstation/assets/103851341/f6e1bb5b-3fc0-4d5f-83d5-a43082edc543) ## Why It's Good For The Game One more achievement available ## Changelog :cl: fix: Fixes a selection window in the game rock-paper-scissors with death. /:cl: --------- Co-authored-by: BuildTools <[email protected]>
## About The Pull Request Checking the achievements UI now shows a line below the Unlocked/Locked status for normal achievements, informing the user of how many players have unlocked said achievement. It also contains a tooltip; within it is a percentile comparison with the most unlocked achievement. Beside that, I've added a check in the achievement unit test to ascertain that all award categories are actually present in the UI, and as well moved all `ui_data` to `static_ui_date` considering it is not the sort of interface that has to be constantly updated like an air alarm or an APC. Here's a screenshot of the UI, with the tooltip where my cursor would be (the hot damn! achievement was var-edited of course): ![Hot damn th](https://github.com/tgstation/tgstation/assets/42542238/d80bfe3a-e755-4036-a360-276d5d3395dc) ## Why It's Good For The Game This should provide some fundamental statistics for achievements, from which contributors and players can deduct the rarity and bragging rights. ## Changelog :cl: qol: The Achievements UI now shows how many people have unlocked a given achievement. fix: The "Skills" Category for achievements should no longer be hidden. /:cl: --------- Co-authored-by: san7890 <[email protected]> Co-authored-by: Jordie0608 <[email protected]>
Unlocking an achievement now plays a sound. Which sound is played depends on the associated preference of the player, found in the Sound category of the game preferences UI. The current options are a [glockenspiel ping](https://freesound.org/people/FunWithSound/sounds/456965/), a [beeps jingle](https://freesound.org/people/Eponn/sounds/619838/) and a ["tada!" fanfare](https://freesound.org/people/plasterbrain/sounds/397355/), with the obvious fourth option to not play a sound at all. All sounds are from Freesound and are public domain. As such, attributions are not required. The sounds have been also converted to .OGG mono 44.1 Khz in accordance to the standards. Enhancing the player feedback for unlocking an achievement with choosable sounds. :cl: sound: Unlocking an achievement now plays a sound by default. You can change it in the Sound category of the game preferences. /:cl:
WAIT I ADDED 77069 AT THE BEGINNING? WHAT THE ACTUAL HELL IS WITH THE PR. I SWEAR TO GOD ITS ELDRITCH |
Instead of `/datum/award/score/achievements_score` counting achievement datums in-game and trying to keep up with what the database has we now just query the database for its current count of unlocked achievements by overriding the procs the achievements panel builds data from. This avoids cases like #79555. Count is still loaded to achievement data datum so it can be saved at round end. @Time-Green
This was referenced Nov 25, 2023
This was referenced Nov 25, 2023
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This was referenced Nov 27, 2023
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About The Pull Request
Brings our achievements (mostly) up-to-date with TG (two were left behind due to us simply not having the features that are needed for them)
Full list of ports:
Why It's Good For The Game
Moar cool stuff
Changelog
🆑 Ghommie, Jacquerel, Melbert, Rhials, Distributivgesetz, Hypernoblium, Gboster
fix: Hypernoblium - Fixes a selection window in the game rock-paper-scissors with death.
add: Distributivgesetz - Add an achievement for saving a cascading engine from the final countdown.
code: Distributivgesetz - Moved some job-related achievements from the misc category to the jobs category.
add: Rhials - The roundend report will now read out any achievements ("cheevos" as you may know them) earned by players over the course of the round.
balance: Melbert - The "Long Shift" achievement is now feasibly obtainable, and admins can no longer trigger it unknowingly
add: Jacquerel - You can now earn an achievement for completing the Grand Ritual.
fix: Jacquerel - Summon Magic and Summon Guns work again
add: Ghommie - Added a score award that counts how many achievements you've unlocked so far.
add: Ghommie - Added an Indebted negative quirk to the game, which gives the holder's bank account a debt averaging at 15000 credits (with a variation of 1250 cr) and forces 75% of all earnings towards solving it. A little prize awaits those who actually extinguish it.
qol: Ghommie - The Achievements UI now shows how many people have unlocked a given achievement.
fix: Ghommie - The "Skills" Category for achievements should no longer be hidden.
fix: Ghommie - The "Unlocked Achievements" score will now be properly saved at the end of the round the first time it's loaded.
sound: Ghommie - Unlocking an achievement now plays a sound by default. You can change it in the Sound category of the game preferences.
/:cl: