Mod rework + DOCS
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# Achievements Lib
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## 1. Achievements: structure
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`achievements` is a big table taking mod names as a key and a table as a value. This table can contain whatever entry you like (`name`, `img`, `idontknow`), because the only thing that matters to it is to check whether something exists at the given index. In fact, the following examples are all correct:
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```
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local achievements = {
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[1] = "inhale",
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[2] = "exhale"
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}
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local achievements = {
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[1] = { name = "inhale", img = "mod_inhale.png" },
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[2] = { name = "exhale", img = "mod_exhale.png" }
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}
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-- pretty useless but hey ¯\_(ツ)_/¯
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local achievements = {
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[1] = true,
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[2] = true
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}
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```
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The table is _not_ saved into the storage, only players progress is.
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## 2. Registering and unlocking achievements
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In order to register the achievements of a mod, do:
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`achievements_lib.register_achievements(mod, mod_achievements)`
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where `mod` is the mod name and `mod_achievements` a table containing whatever value you want.
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On the contrary, to unlock an achievement:
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`achievements_lib.unlock_achievement(p_name, mod, achvmt_ID)`
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### 2.1 Utils
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`achievements_lib.has_player_achievement(p_name, mod, achvmt_ID)`: check whether a player has unlocked an achievement
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`achievements_lib.is_player_in_storage(p_name, mod)`: check whether a player has connected after a new mod supporting achievements_lib has been added
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`achievements_lib.add_player_to_storage(p_name, mod)`: for internal use only
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### 2.2 Getters
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`achievements_lib.get_achievement(mod, achvmt_ID)`: returns the value assigned to the achievement at the corresponding `achvmt_ID`, if any
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`achievements_lib.get_player_achievements(p_name, mod)`: returns a table containing all the achievements unlocked by `p_name`, where entries are in the format `ID = true`
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## 3 About the author
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I'm Zughy (Marco), a professional Italian pixel artist who fights for FOSS and digital ethics. If this library spared you a lot of time and you want to support me somehow, please consider donating on [LiberaPay](https://liberapay.com/Zughy/).
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README.md
13
README.md
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@ -2,8 +2,15 @@
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Achievements API for Minetest
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S4 League inspired shooter minigame for Minetest.
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<a href="https://liberapay.com/Zughy/"><img src="https://i.imgur.com/4B2PxjP.png" alt="Support my work"/></a>
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<a href="https://liberapay.com/Zughy/"><img src="https://i.imgur.com/4B2PxjP.png" alt="Support my work"/></a>
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### DOCS
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For an in-depth understanding of what you can do with the library, have a look at the [full documentation](https://gitlab.com/zughy-friends-minetest/achievements_lib/-/blob/master/DOCS.md).
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(I'll write a documentation as soon as I have time)
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### Dependencies
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---
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### Want to help?
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Feel free to:
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* open an [issue](https://gitlab.com/zughy-friends-minetest/achievements_lib/-/issues)
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* submit a merge request. In this case, PLEASE, do follow milestones and my [coding guidelines](https://cryptpad.fr/pad/#/2/pad/view/-l75iHl3x54py20u2Y5OSAX4iruQBdeQXcO7PGTtGew/embed/). I won't merge features for milestones that are different from the upcoming one (if it's declared), nor messy code
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39
api.lua
39
api.lua
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@ -11,7 +11,6 @@ local function update_storage() end
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local storage = minetest.get_mod_storage()
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local achievements = {} -- KEY: mod; VALUE: {KEY: achievement ID; VALUE: {whatever properties}
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local p_achievements = {} -- KEY: p_name; VALUE: {KEY: mod, VALUE: {KEY: achievement ID VALUE: true/nil}}}
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local access_keys = {} -- KEY: random ID; VALUE: mod name
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-- inizializzo storage caricando tutti i giocatori
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@ -33,7 +32,7 @@ end
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function achievements_lib.add_achievement(p_name, mod, achvmt_ID)
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function achievements_lib.unlock_achievement(p_name, mod, achvmt_ID)
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local achievement = achievements[mod][achvmt_ID]
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@ -79,17 +78,20 @@ function achievements_lib.add_player_to_storage(p_name, mod)
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minetest.log("Warning", "[ACHIEVEMENTS_LIB] Player " .. p_name .. " must be online in order to be added to the storage!")
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return end
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if p_achievements[p_name] then
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if mod and p_achievements[p_name][mod] then
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minetest.log("Warning", "[ACHIEVEMENTS_LIB] Can't add player to storage, an entry within this mod already exists!")
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elseif mod then
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p_achievements[p_name][mod] = {}
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storage:set_string(p_name, minetest.serialize(p_achievements[p_name]))
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else
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minetest.log("Warning", "[ACHIEVEMENTS_LIB] Can't add player to storage, an entry already exists!")
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end
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else
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if not p_achievements[p_name] then
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p_achievements[p_name] = {}
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end
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local update_storage = false
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for mod, _ in achievements do
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if not achievements_lib.is_player_in_storage(p_name, mod) then
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p_achievements[p_name][mod] = {}
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update_storage = true
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end
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end
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if update_storage then
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storage:set_string(p_name, minetest.serialize(p_achievements[p_name]))
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end
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end
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function update_storage(p_name)
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storage:set_string(p_name, minetest.serialize(p_achievements[p_name]))
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end
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----------------------------------------------
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------------------DEPRECATED------------------
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----------------------------------------------
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function achievements_lib.add_achievement(p_name, mod, achvmt_ID)
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minetest.log("warning", "[ACHIEVEMENTS_LIB] (" .. mod .. ") achievements_lib.add_achievement is deprecated: use unlock_achievement instead")
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achievements_lib.unlock_achievement(p_name, mod, achvmt_ID)
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end
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minetest.register_on_newplayer(function(ObjectRef)
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achievements_lib.add_player_to_storage(ObjectRef:get_player_name())
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minetest.register_on_joinplayer(function(player)
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achievements_lib.add_player_to_storage(player:get_player_name())
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end)
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