feat(engine): grant achievement rewards + gate cosmetic selectors
- Add Reward enum to solitaire_core with CardBack/Background/BonusXp/Badge variants - Wire rewards into ALL_ACHIEVEMENTS per architecture spec - evaluate_on_win now applies rewards on first unlock: pushes cosmetic indices into PlayerProgress, awards BonusXp (with level-up detection), and marks reward_granted = true so rewards are never double-granted - Add selected_card_back / selected_background fields to Settings - Settings panel grows Card Back and Background cycle rows, shown only when the player has unlocked more than the default (index 0) - cycle_unlocked() cycles only through earned options Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -10,15 +10,16 @@ use std::path::PathBuf;
|
||||
use bevy::prelude::*;
|
||||
use chrono::{Local, Timelike, Utc};
|
||||
use solitaire_core::achievement::{
|
||||
achievement_by_id, check_achievements, AchievementContext, ALL_ACHIEVEMENTS,
|
||||
achievement_by_id, check_achievements, AchievementContext, Reward, ALL_ACHIEVEMENTS,
|
||||
};
|
||||
use solitaire_data::{
|
||||
achievements_file_path, load_achievements_from, save_achievements_to, AchievementRecord,
|
||||
save_progress_to,
|
||||
};
|
||||
|
||||
use crate::events::{AchievementUnlockedEvent, GameWonEvent};
|
||||
use crate::game_plugin::GameMutation;
|
||||
use crate::progress_plugin::{ProgressResource, ProgressUpdate};
|
||||
use crate::progress_plugin::{LevelUpEvent, ProgressResource, ProgressStoragePath, ProgressUpdate};
|
||||
use crate::resources::GameStateResource;
|
||||
use crate::stats_plugin::{StatsResource, StatsUpdate};
|
||||
|
||||
@@ -89,11 +90,13 @@ impl Plugin for AchievementPlugin {
|
||||
fn evaluate_on_win(
|
||||
mut wins: EventReader<GameWonEvent>,
|
||||
mut unlocks: EventWriter<AchievementUnlockedEvent>,
|
||||
mut levelups: EventWriter<LevelUpEvent>,
|
||||
game: Res<GameStateResource>,
|
||||
stats: Res<StatsResource>,
|
||||
progress: Res<ProgressResource>,
|
||||
path: Res<AchievementsStoragePath>,
|
||||
progress_path: Res<ProgressStoragePath>,
|
||||
mut achievements: ResMut<AchievementsResource>,
|
||||
mut progress: ResMut<ProgressResource>,
|
||||
) {
|
||||
let Some(ev) = wins.read().last() else {
|
||||
return;
|
||||
@@ -119,7 +122,9 @@ fn evaluate_on_win(
|
||||
}
|
||||
|
||||
let now = Utc::now();
|
||||
let mut changed = false;
|
||||
let mut achievements_changed = false;
|
||||
let mut progress_changed = false;
|
||||
|
||||
for def in hits {
|
||||
let Some(record) = achievements.0.iter_mut().find(|r| r.id == def.id) else {
|
||||
continue;
|
||||
@@ -128,17 +133,59 @@ fn evaluate_on_win(
|
||||
continue;
|
||||
}
|
||||
record.unlock(now);
|
||||
changed = true;
|
||||
achievements_changed = true;
|
||||
|
||||
// Grant the reward on first unlock.
|
||||
if !record.reward_granted {
|
||||
if let Some(reward) = def.reward {
|
||||
match reward {
|
||||
Reward::CardBack(idx) => {
|
||||
if !progress.0.unlocked_card_backs.contains(&idx) {
|
||||
progress.0.unlocked_card_backs.push(idx);
|
||||
progress_changed = true;
|
||||
}
|
||||
}
|
||||
Reward::Background(idx) => {
|
||||
if !progress.0.unlocked_backgrounds.contains(&idx) {
|
||||
progress.0.unlocked_backgrounds.push(idx);
|
||||
progress_changed = true;
|
||||
}
|
||||
}
|
||||
Reward::BonusXp(amount) => {
|
||||
let prev_level = progress.0.add_xp(amount);
|
||||
if progress.0.leveled_up_from(prev_level) {
|
||||
levelups.send(LevelUpEvent {
|
||||
previous_level: prev_level,
|
||||
new_level: progress.0.level,
|
||||
total_xp: progress.0.total_xp,
|
||||
});
|
||||
}
|
||||
progress_changed = true;
|
||||
}
|
||||
Reward::Badge => {}
|
||||
}
|
||||
}
|
||||
record.reward_granted = true;
|
||||
}
|
||||
|
||||
unlocks.send(AchievementUnlockedEvent(record.clone()));
|
||||
}
|
||||
|
||||
if changed {
|
||||
if achievements_changed {
|
||||
if let Some(target) = &path.0 {
|
||||
if let Err(e) = save_achievements_to(target, &achievements.0) {
|
||||
warn!("failed to save achievements: {e}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if progress_changed {
|
||||
if let Some(target) = &progress_path.0 {
|
||||
if let Err(e) = save_progress_to(target, &progress.0) {
|
||||
warn!("failed to save progress after reward: {e}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Convenience: resolve an achievement ID to its human-readable name.
|
||||
|
||||
Reference in New Issue
Block a user