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Achievements System

ThatTechedGuy edited this page Oct 18, 2021 · 50 revisions

Achievements System

Update: The system had undergone a major refactor in Sprint 4, and this documentation has been updated accordingly.

Relevant Files:

UI Components

  • AchievementsDisplay.java: Responsible for displays the achievement UI popups on the screen.
/* Listen to achievement events*/
// Incoming achievement
entity.getEvents().addListener("updateAchievement", this::updateAchievementsUI);
// Event to clear achievement after RENDER_INTERVAL
entity.getEvents().addListener("clear", this::clear);
// Event to display achievement in render queue
entity.getEvents().addListener("display", this::display);
/**
 * Renders the current achievement notification on the table
 *
 * @param achievement Configuration with properties and conditions for corresponding achievement
 */
private void renderAchievement(BaseAchievementConfig achievement) {
        CharSequence text = achievement.message;
        achievementLabel = new Label(text, skin, "small");
        achievementImg = new Image(ServiceLocator.getResourceService()
                .getAsset(achievement.iconPath, Texture.class));
        table.add(achievementImg).size(300f, 150f);
        table.row();
        table.add(achievementLabel);
}

Components

  • AchievementStatsComponent.java: This file can be found here. Responsible for dispatching updateAchievement calls to the achievement display file. Keeps track of the game time, and listens to events from the AchievementsHelper. Based on the payload of events, it validates all the achievements. (done per frame) since there are many variables at play. The AchievementsHelper file can be found here and a reference of all the events tracked can be found here.
@Override
 public void create() {
        super.create();
        AchievementsHelper.getInstance().getEvents()
                .addListener(AchievementsHelper.HEALTH_EVENT, this::setHealth);
        AchievementsHelper.getInstance().getEvents()
                .addListener(AchievementsHelper.ITEM_PICKED_UP_EVENT, this::setItemCount);
}

The isValid method: This is the most important snippet of the Achievements System. The isValid(achievement) method is regularly called to check whether an achievement is valid or not. The logic is as follows:-

  • If the achievement is unlocked, it is valid by default. But do not emit an event to render it on the in game screen.
  • If the achievement is unlocked, check if it is valid. If valid, emit an event to render it on the in game screen and unlock it.
  • If it is invalid, do not emit any events or mark it as unlocked.
    /**
     * Checks if an achievement is valid
     * Unlocks the achievement if it is valid and triggers an event
     * pertaining to a new unlocked achievement
     *
     * @param achievement achievement to be validated
     * @return valid returns true if valid, false otherwise
     */
    private boolean isValid(BaseAchievementConfig achievement) {
        if (achievement.unlocked) {
            return true;
        }

        boolean valid = false;

        for (String cond : propertyList.keySet()) {
            // Operation to perform when checking if achievement property has been satisfied or not
            String operation = propertyList.get(cond).operation;
            // Default game variable values
            double defaultConditionVal = propertyList.get(cond).defaultValue;
            // Current game variable values (current time, score etc)
            double currentPropertyVal = gameConditions.getOrDefault(cond, defaultConditionVal);

            int conditionVal = achievement.getConditionMap().get(cond);

            if (conditionVal != -1) {
                if (cond.equals("time")) {
                    // Convert minutes to milliseconds, since the time in config is supplied in minutes
                    conditionVal = conditionVal * 60000;
                }
                // Perform comparisons to check if conditions of the achievement have been satisfied
                switch (operation) {
                    case "==":
                        valid = conditionVal == currentPropertyVal;
                        break;
                    case "<=":
                        valid = conditionVal <= currentPropertyVal;
                        break;
                    default:
                        // Unknown operation
                        valid = false;
                        break;
                }
                // Stop looping if a condition of achievement was not satisfied
                if (!valid) {
                    break;
                }
            }
        }

        // Finally, if the achievement is valid, unlock it.
        if (valid) {
            achievement.unlocked = true;
            // Emit an event if the achievement is valid
            entity.getEvents().trigger("updateAchievement", achievement);
        }

        return valid;
    }

Event Tracking

  • AchievementsHelper.java: Tracks important events like item pickup, health updates etc across the game. Has its own handler which triggers important events. AchievementStatsComponent Component then listens to this handler for events and then unlocks achievements when e.g the player survives for 10 minutes with full health and other such events.
/**
 * Triggers an event when an item is picked up for
 * the achievements system
 */
 public void trackItemPickedUpEvent() {
     handler.trigger(ITEM_PICKED_UP_EVENT);
 }

 /**
  * Tracks changes in the health property of the player
  * and triggers an event for the achievements system
  * @param health the player's health
  */
 public void trackHealthEvent(int health) {
        handler.trigger(HEALTH_EVENT, health);
 }

Usage:

// Notify the Achievements System when an item is picked up
AchievementsHelper.getInstance().trackItemPickedUpEvent();
// Notify the Achievements System when the health is updated
AchievementsHelper.getInstance().trackHealthEvent(int health);

Entities (ECS)

  • AchievementFactory.java: Responsible for inflating an arraylist of achievements with the conditions, and propertyList with the default in game values for each condition. Default values are needed in the achievements.json config because there might be a case where there are no updates to certain in game variables, like health remains constant at 100, no items picked up etc. This is needed because the AchievementStatsComponent uses gameProperties as a mapping of condition and value.
/**
 * Factory to create Achievement entities with predefined conditions.
 *
 * <p>Each Achievement entity type should have a creation method that returns a corresponding entity.
 * Predefined achievement entity conditions can be loaded from configs stored as json files 
 * which are defined in "achieve.json".
 */
public class AchievementFactory {
    private static final AchievementConfigs configs =
            FileLoader.readClass(AchievementConfigs.class, "configs/achieve.json");

    /**
     * Returns a list of achievements from the "achieve.json" file
     * @return achievements - A list of achievements inflated from the JSON file
     */
    public static Entity createAchievementEntity(){
        return new Entity()
                .addComponent(new AchievementsStatsComponent())
                .addComponent(new AchievementsDisplay());
    }

    public static List<BaseAchievementConfig> getAchievements(){
        return configs.achievements;
    }

    /**
     * Returns a list of paths to corresponding achievement texture images
     * @return paths - A list of paths inflated from achievement list generated using getAchievements()
     */
    public static String[] getTextures(){
        return configs.achievements
                .stream().map(achievement -> achievement.iconPath).collect(Collectors.toList())
                .toArray(new String[configs.achievements.size()]);
    }
}

There is also a method to get the list of all conditions which are used across achievements with necessary defaults, as mentioned:

  • AchievementsConfig.java: Gets inflated by the "achievement" property of "achieve.json"
/**
 * Defines an Arraylist to store a basic set of achievement properties stored in 
 * achievement config files (achieve.json) to be loaded by Achievement Factory
 */
public class AchievementConfigs {
    public List<BaseAchievementConfig> achievements = new ArrayList<>();
}
  • BaseAchievementConfig.java: Represents each item of the achievements array in achievements.json. Looping through the condition props and values of a ConditionConfig object in achievements is quite tedious. Hence, a utility method called getConditionMap was created, the usage of which can be seen in the isValid function of AchievementStatsComponent.

Using JAVA reflection to loop through all the properties of a ConditionConfig object:

/**
      * Returns a mapping of the achievement name and value for easy processing
      * This makes it very easy to iterate through all the properties and fetch
      * the values, and saves a lot of technical debt. In simple words, a mapping
      * of member variables and values of the 'ConditionConfig' object is
      * returned by this function.
      *
      * @return conditionProps mapping of condition name and associated value
      */
     public Map<String, Integer> getConditionMap() {
          Map<String, Integer> conditionProps = new LinkedHashMap<>();
          // Get all the member fields of the condition object
          Field[] fields = ConditionConfig.class.getFields();

          for (Field field : fields) {
               String name = field.getName();
               // Get value of the fields
               int value = -1;
               try {
                    value = field.getInt(condition);
               } catch (IllegalAccessException e) {
                    e.printStackTrace();
               }

               conditionProps.put(name, value);
          }
          return conditionProps;
     }
  • ConditionConfig.java: Gets inflated by the condition property of each achievement in achievements.json. The conditions which are not being used are given a default value of -1, to specify the fact that those conditons are to be ignored when checking whether an achievement has been unlocked or not.

Config

  • achievements.json: Houses an array of achievements with relevant names and conditions. To unlock a gold trophy veteran achievement, the user has to survive for 20 minutes in game. It holds 20 bonus points which can be added to the score.
{
  "name": "Veteran",
  "type": "GOLD",
  "iconPath": "images/achievements/veteranGold.png",
  "message": "Survived for 20 minutes!",
  "bonus": 20,
  "condition": {
    "time": 20
  }
}

The list of conditions and unlock logic also has to be specified in propertyList struct of this config. Notice how health has been given a default value of 100.

"propertyList": {
    "class": "java.util.LinkedHashMap",
    "distance": {
      "operation": "<=",
      "defaultValue": 0
    },
    // ...
    "gold": {
      "operation": "==",
      "defaultValue": 0
    },
    // ...
    "health": {
      "operation": "<=",
      "defaultValue": 100
    }
    // ...
}
  • PropertyListDefaults.java: Struct within a propertyList.
public class PropertyListDefaults {
    public String operation = "NONE";
    public int defaultValue = 0;
}

propertyList is a mapping of condition names and their default values and operations. Note that for discrete values, a == operation is used, and for continuous values like time, a <= operation has been used. This means that the in game time does not need to have a strict equality with the time specified in the JSON. Taking the Veteran achievement, as long as the in game time is greater than condition time, the achievement will be unlocked.

Other

  • AsyncTaskQueue.java: For dispatching sequential long running tasks (Each achievement popup has to be rendered for 5 seconds)
    /**
     * Achievement UI updates are guaranteed to execute sequentially,
     * and no more than one update will be active at any given time
     *
     * @param achievement Configuration with properties and conditions for corresponding achievement
     */
    private void updateAchievementsUI(BaseAchievementConfig achievement) {
        /* Queue expensive task to run on a separate single thread
         * to run asynchronously. */
        AsyncTaskQueue.enqueueTask(() -> {
            try {
                /* Render achievement card */
                renderAchievement(achievement);
                /* Wait for some time */
                Thread.sleep(RENDER_DURATION);
                /* Remove card from screen */
                table.clear();
            } catch (InterruptedException ignored) {
            } catch (Exception e) {
                e.printStackTrace();
            }
        });
    }
 @Override
 public void dispose() {
        super.dispose();

        /* If the in game screen is out of focus, cancel all future tasks. This has to be
         * done in order to prevent memory leaks, unforeseen exceptions and
         * other nasty bugs.*/
        AsyncTaskQueue.cancelFutureTasksNow();

       // ...
}

UML Diagrams

Sequence Diagrams

Sequence diagram - Achievements popup rendering

For displaying achievement popups and pushing long running rendering tasks.

UML Diagram (Updated: Sprint 2)

achievements.png

Sequence diagram - Achievements health update event


Sequence diagram - Achievements item pickup event


Class Diagram

Gameplay

Home

Main Character

πŸ‘Ύ Obstacle/Enemy

Food & Water

Pickable Items

Game achievements

Game Design

Emotional Goals

Game Story

Influences

Style

Pixel Grid Resolution

Camera Angle and The Player's Perspective

Features Design

Achievements Screen

Achievements Trophies and Cards

Music Selection GUI

πŸ‘Ύ Obstacle/Enemy

 Monster Manual
 Obstacles/Enemies
  - Alien Plants
  - Variation thorns
  - Falling Meteorites
  - FaceHugger
  - AlienMonkey
 Spaceship & Map Entry
 Particle effect

Buffs

Debuffs

Buffs and Debuffs manual

Game Instruction

[code for debuff animations](code for debuff animations)

Infinite loop game system

Main Menu Screen

New Setting Screen

Hunger and Thirst

Goals and Objectives

HUD User Interface

Inventory System

Item Bar System

Scoring System

Props store

BGM design

Sound Effect design

Main game interface

Invisible ceiling

New terrain sprint 4

New game over screen sprint 4

Code Guidelines

Main Character Movement, Interactions and Animations - Code Guidelines

Item Pickup

ItemBar & Recycle system

Main Menu Button Code

Game Instructions Code

πŸ‘Ύ Obstacle/Enemy

 Obstacle/Enemy
 Monster Manual
 Spaceship Boss
 Particle effects
 Other Related Code
 UML & Sequence diagram of enemies/obstacles

Scoring System Implementation Explanation

Music Implementation

Buff and Debuff Implementation

Score History Display

code improvement explanation

Infinite generating terrains Implementation Explanation

Game Over Screen and functions explaination

Buffer timer before game start

Scrolling background

Multiple Maps

Invisible ceiling

Rocks and woods layout optimization

Magma and nails code implementation

Background Music Selection

Chooser GUI Implementation

Chooser GUI Logic Persistence

Guide: Adding Background music for a particular screen

Achievements Ecosystem - Code Guidelines

Achievements System

Achievements Screen

Adding Achievements (Guide)

Game Records

DateTimeUtils

History Scoreboard - Score Details

Listening for important events in the Achievements ecosystem

Food and Water System

Food System Water System

Hunger and Thirst icon code guidelines

Asset Creation

In Game Background Music

User Testing

Hunger and Thirst User Testing

Main Character Testing

Buffs and Debuffs Testing

Buff and Debuff Manual User Testing

Game Instruction User Testing

The Main Menu User Test

The New Button User Test in Setting Page

The Main Menu Buttons User Testing

Hunger and Thirst User Test

Infinite loop game and Terrain Testing

Item Bar System Testing

Randomised Item Drops

Recycle System Testing

Scoring System Testing

Music User test

https://github.com/UQdeco2800/2021-ext-studio-2.wiki.git

πŸ‘Ύ Obstacle/Enemy

 Obstacle testing
  - Alien Plants & Variation Thorns
  - Falling Meteorites
 Enemy testing
  - Alien Monkeys & Facehugger
  - Spaceship Boss
 Monster Manual
 Particle-effect
 Player attack testing
  - Player Attack

Inventory system UI layout

Props store user testing

Achievements User Testing

Sprint 1

Sprint 2

Sprint 3

Sprint 4

Items testing

Player Status testing

Changeable background & Buffer time testing

Main game interface test

Invisible ceiling test

Game over screen test sprint 4

New terrain textures on bonus map test sprint 4

Buying Props User Testing

Testing

Hunger and Thirst Testing

Main Character Player

Achievements System, Game Records and Unlockable Chapters

DateTimeUtils Testing

Scoring System Testing Plan

Distance Display Testing Plan

Musics Implementation Testing plan

History Board Testing plan

Rocks and woods testing plan

Sprint 4 terrain tests

Items

Item Bar System Testing Plan

Recycle System Testing Plan

Game Engine

Game Engine Help

Getting Started

Entities and Components

Service Locator

Loading Resources

Logging

Unit Testing

Debug Terminal

Input Handling

UI

Animations

Audio

AI

Physics

Game Screens and Areas

Terrain

Concurrency & Threading

Settings

Troubleshooting

MacOS Setup Guide

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