oops fixed broken campaign buttons

This commit is contained in:
Eric Froemling 2025-01-18 16:33:17 -08:00
parent 2152bc8fa4
commit e8ff80c0dd
No known key found for this signature in database
7 changed files with 255 additions and 366 deletions

72
.efrocachemap generated
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@ -4174,42 +4174,42 @@
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@ -1,4 +1,4 @@
### 1.7.37 (build 22204, api 9, 2025-01-18)
### 1.7.37 (build 22207, api 9, 2025-01-18)
- Bumping api version to 9. As you'll see below, there's some UI changes that
will require a bit of work for any UI mods to adapt to. If your mods don't
touch UI stuff at all you can simply bump your api version and call it a day.

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@ -6,6 +6,7 @@ from __future__ import annotations
import logging
from typing import TYPE_CHECKING
# from bacommon.bs import ClassicChestAppearance
import babase
import bascenev1
import bauiv1
@ -86,429 +87,311 @@ class AchievementSubsystem:
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(
self.achievements += [
Achievement(
'In Control',
'achievementInControl',
(1, 1, 1),
'',
ticket_award=5,
),
Achievement(
'Sharing is Caring',
'achievementSharingIsCaring',
(1, 1, 1),
'',
15,
)
)
# 10
achs.append(
ticket_award=15,
),
Achievement(
'Dual Wielding', 'achievementDualWielding', (1, 1, 1), '', 10
)
)
# 10
achs.append(
'Dual Wielding',
'achievementDualWielding',
(1, 1, 1),
'',
ticket_award=10,
),
Achievement(
'Free Loader', 'achievementFreeLoader', (1, 1, 1), '', 10
)
)
# 20
achs.append(
'Free Loader',
'achievementFreeLoader',
(1, 1, 1),
'',
ticket_award=10,
),
Achievement(
'Team Player', 'achievementTeamPlayer', (1, 1, 1), '', 20
)
)
# 5
achs.append(
'Team Player',
'achievementTeamPlayer',
(1, 1, 1),
'',
ticket_award=20,
),
Achievement(
'Onslaught Training Victory',
'achievementOnslaught',
(1, 1, 1),
'Default:Onslaught Training',
5,
)
)
# 5
achs.append(
ticket_award=5,
),
Achievement(
'Off You Go Then',
'achievementOffYouGo',
(1, 1.1, 1.3),
'Default:Onslaught Training',
5,
)
)
# 10
achs.append(
ticket_award=5,
),
Achievement(
'Boxer',
'achievementBoxer',
(1, 0.6, 0.6),
'Default:Onslaught Training',
10,
ticket_award=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(
ticket_award=10,
),
Achievement(
'Mine Games',
'achievementMine',
(1, 1, 1.4),
'Default:Rookie Onslaught',
10,
)
)
# 15
achs.append(
ticket_award=10,
),
Achievement(
'Flawless Victory',
'achievementFlawlessVictory',
(1, 1, 1),
'Default:Rookie Onslaught',
15,
ticket_award=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(
ticket_award=10,
),
Achievement(
'Super Punch',
'achievementSuperPunch',
(1, 1, 1.8),
'Default:Rookie Football',
10,
)
)
# 15
achs.append(
ticket_award=10,
),
Achievement(
'Rookie Football Shutout',
'achievementFootballShutout',
(1, 1, 1),
'Default:Rookie Football',
15,
ticket_award=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(
ticket_award=15,
),
Achievement(
'Boom Goes the Dynamite',
'achievementTNT',
(1.4, 1.2, 0.8),
'Default:Pro Onslaught',
15,
)
)
# 20
achs.append(
ticket_award=15,
),
Achievement(
'Pro Boxer',
'achievementBoxer',
(2, 2, 0),
'Default:Pro Onslaught',
20,
ticket_award=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(
ticket_award=15,
),
Achievement(
'Super Mega Punch',
'achievementSuperPunch',
(2, 1, 0.6),
'Default:Pro Football',
15,
)
)
# 20
achs.append(
ticket_award=15,
),
Achievement(
'Pro Football Shutout',
'achievementFootballShutout',
(0.7, 0.7, 2.0),
'Default:Pro Football',
20,
ticket_award=20,
hard_mode_only=True,
)
)
# 15
achs.append(
),
Achievement(
'Pro Runaround Victory',
'achievementRunaround',
(1, 1, 1),
'Default:Pro Runaround',
15,
)
)
# 20
achs.append(
ticket_award=15,
),
Achievement(
'Precision Bombing',
'achievementCrossHair',
(1, 1, 1.3),
'Default:Pro Runaround',
20,
ticket_award=20,
hard_mode_only=True,
)
)
# 25
achs.append(
),
Achievement(
'The Wall',
'achievementWall',
(1, 0.7, 0.7),
'Default:Pro Runaround',
25,
ticket_award=25,
hard_mode_only=True,
)
)
# 30
achs.append(
),
Achievement(
'Uber Onslaught Victory',
'achievementOnslaught',
(2, 2, 1),
'Default:Uber Onslaught',
30,
)
)
# 30
achs.append(
ticket_award=30,
),
Achievement(
'Gold Miner',
'achievementMine',
(2, 1.6, 0.2),
'Default:Uber Onslaught',
30,
ticket_award=30,
hard_mode_only=True,
)
)
# 30
achs.append(
),
Achievement(
'TNT Terror',
'achievementTNT',
(2, 1.8, 0.3),
'Default:Uber Onslaught',
30,
ticket_award=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(
ticket_award=30,
),
Achievement(
'Got the Moves',
'achievementGotTheMoves',
(2, 1, 0),
'Default:Uber Football',
30,
ticket_award=30,
hard_mode_only=True,
)
)
# 40
achs.append(
),
Achievement(
'Uber Football Shutout',
'achievementFootballShutout',
(2, 2, 0),
'Default:Uber Football',
40,
ticket_award=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(
ticket_award=30,
),
Achievement(
'The Great Wall',
'achievementWall',
(2, 1.7, 0.4),
'Default:Uber Runaround',
40,
ticket_award=40,
hard_mode_only=True,
)
)
# 40
achs.append(
),
Achievement(
'Stayin\' Alive',
'achievementStayinAlive',
(2, 2, 1),
'Default:Uber Runaround',
40,
ticket_award=40,
hard_mode_only=True,
)
)
# 20
achs.append(
),
Achievement(
'Last Stand Master',
'achievementMedalSmall',
(2, 1.5, 0.3),
'Default:The Last Stand',
20,
ticket_award=20,
hard_mode_only=True,
)
)
# 40
achs.append(
),
Achievement(
'Last Stand Wizard',
'achievementMedalMedium',
(2, 1.5, 0.3),
'Default:The Last Stand',
40,
ticket_award=40,
hard_mode_only=True,
)
)
# 60
achs.append(
),
Achievement(
'Last Stand God',
'achievementMedalLarge',
(2, 1.5, 0.3),
'Default:The Last Stand',
60,
ticket_award=60,
hard_mode_only=True,
)
)
# 5
achs.append(
),
Achievement(
'Onslaught Master',
'achievementMedalSmall',
(0.7, 1, 0.7),
'Challenges:Infinite Onslaught',
5,
)
)
# 15
achs.append(
ticket_award=5,
),
Achievement(
'Onslaught Wizard',
'achievementMedalMedium',
(0.7, 1.0, 0.7),
'Challenges:Infinite Onslaught',
15,
)
)
# 30
achs.append(
ticket_award=15,
),
Achievement(
'Onslaught God',
'achievementMedalLarge',
(0.7, 1.0, 0.7),
'Challenges:Infinite Onslaught',
30,
)
)
# 5
achs.append(
ticket_award=30,
),
Achievement(
'Runaround Master',
'achievementMedalSmall',
(1.0, 1.0, 1.2),
'Challenges:Infinite Runaround',
5,
)
)
# 15
achs.append(
ticket_award=5,
),
Achievement(
'Runaround Wizard',
'achievementMedalMedium',
(1.0, 1.0, 1.2),
'Challenges:Infinite Runaround',
15,
)
)
# 30
achs.append(
ticket_award=15,
),
Achievement(
'Runaround God',
'achievementMedalLarge',
(1.0, 1.0, 1.2),
'Challenges:Infinite Runaround',
30,
)
)
ticket_award=30,
),
]
def award_local_achievement(self, achname: str) -> None:
"""For non-game-based achievements such as controller-connection."""
@ -652,18 +535,20 @@ class Achievement:
self,
name: str,
icon_name: str,
icon_color: Sequence[float],
icon_color: tuple[float, float, float],
level_name: str,
award: int,
*,
ticket_award: int,
# chest_award: ClassicChestAppearance,
hard_mode_only: bool = False,
):
# pylint: disable=too-many-positional-arguments
self._name = name
self._icon_name = icon_name
self._icon_color: Sequence[float] = list(icon_color) + [1]
assert len(icon_color) == 3
self._icon_color = icon_color + (1.0,)
self._level_name = level_name
self._completion_banner_slot: int | None = None
self._award = award
self._ticket_award = ticket_award
self._hard_mode_only = hard_mode_only
@property
@ -843,16 +728,16 @@ class Achievement:
],
)
def get_award_ticket_value(self, include_pro_bonus: bool = False) -> int:
"""Get the ticket award value for this achievement."""
plus = babase.app.plus
if plus is None:
return 0
val: int = plus.get_v1_account_misc_read_val(
'achAward.' + self._name, self._award
) * _get_ach_mult(include_pro_bonus)
assert isinstance(val, int)
return val
# def get_award_ticket_value(self, include_pro_bonus: bool = False) -> int:
# """Get the ticket award value for this achievement."""
# plus = babase.app.plus
# if plus is None:
# return 0
# val: int = plus.get_v1_account_misc_read_val(
# 'achAward.' + self._name, self._ticket_award
# ) * _get_ach_mult(include_pro_bonus)
# assert isinstance(val, int)
# return val
@property
def power_ranking_value(self) -> int:
@ -861,7 +746,7 @@ class Achievement:
if plus is None:
return 0
val: int = plus.get_v1_account_misc_read_val(
'achLeaguePoints.' + self._name, self._award
'achLeaguePoints.' + self._name, self._ticket_award
)
assert isinstance(val, int)
return val
@ -1019,39 +904,40 @@ class Achievement:
# Ticket-award.
award_x = -100
objs.append(
Text(
babase.charstr(babase.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()
)
# print('FIXME SHOW ACH CHEST VAL')
# objs.append(
# Text(
# babase.charstr(babase.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
@ -1110,23 +996,24 @@ class Achievement:
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=(0.6, 0.6, 0.6, (0.2 if hmo else 0.4)),
transition_delay=delay + 0.05,
transition_out_delay=None,
).autoretain()
)
# print('FIXME SHOW ACH CHEST2')
# 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=(0.6, 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.
@ -1478,49 +1365,51 @@ class Achievement:
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)
# print('FIXME SHOW ACH CHEST3')
# 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.classic.accounts.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
# if app.classic.accounts.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,

View File

@ -53,7 +53,7 @@ if TYPE_CHECKING:
# Build number and version of the ballistica binary we expect to be
# using.
TARGET_BALLISTICA_BUILD = 22204
TARGET_BALLISTICA_BUILD = 22207
TARGET_BALLISTICA_VERSION = '1.7.37'

View File

@ -68,7 +68,7 @@ class GameButton:
position=(x + 23, y + 4),
size=(sclx, scly),
label='',
on_activate_call=bui.WeakCall(self._on_press),
on_activate_call=self._on_press,
button_type='square',
autoselect=True,
on_select_call=bui.Call(window.sel_change, row, game),

View File

@ -198,8 +198,8 @@ class StoreBrowserWindow(bui.MainWindow):
center = (pos[0] + 0.1 * size[0], pos[1] + 0.9 * size[1])
img = bui.imagewidget(
parent=self._root_widget,
position=(center[0] - rad * 1.04, center[1] - rad * 1.15),
size=(rad * 2.2, rad * 2.2),
position=(center[0] - rad * 1.1, center[1] - rad * 1.2),
size=(rad * 2.4, rad * 2.4),
texture=bui.gettexture('circleShadow'),
color=(1, 0, 0),
)

View File

@ -39,7 +39,7 @@ auto main(int argc, char** argv) -> int {
namespace ballistica {
// These are set automatically via script; don't modify them here.
const int kEngineBuildNumber = 22204;
const int kEngineBuildNumber = 22207;
const char* kEngineVersion = "1.7.37";
const int kEngineApiVersion = 9;