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SteamY.gd
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SteamY.gd
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extends Node
const FX_IDS = [76561198255503675, 76561198166940679]
const FX_NAMES = ["ivy sly", "graf"]
signal started
var IS_ONLINE: bool
var IS_OWNED: bool
var STEAM_ID: int
var STEAM_NAME: String = ""
var APP_ID
var STARTED = false
var WORKSHOP_ENABLED = true
func _enter_tree():
if "steam" in Global.VERSION:
_initialize_steam()
func _initialize_steam():
Steam.connect("current_stats_received", self, "_on_current_stats_received")
STARTED = true
var INIT: Dictionary = Steam.steamInit()
print("Did steam initialize?: " + str(INIT))
if INIT['status'] != 1:
print("Failed to initialize Steam. " + str(INIT['verbal']))
APP_ID = Steam.getAppID()
IS_ONLINE = Steam.loggedOn()
STEAM_ID = Steam.getSteamID()
STEAM_NAME = Steam.getPersonaName()
IS_OWNED = Steam.isSubscribed()
Steam.requestCurrentStats()
emit_signal("started")
func _process(_delta):
if STARTED:
Steam.run_callbacks()
func record_winner(winner):
if !Network.multiplayer_active:
return
if !SteamHustle.STARTED:
return
if ReplayManager.playback or ReplayManager.replaying_ingame:
return
var is_me = winner == Network.player_id
var draw = winner == 0
if SteamLobby.SPECTATING:
return
if draw:
print("draw game :|")
incr_stat("num_draws")
unlock_achievement("ACH_DRAW_GAME")
elif is_me:
print("you won!:)")
incr_stat("num_wins")
unlock_achievement("ACH_WIN_ONCE")
var num_wins = Steam.getStatInt("num_wins")
if num_wins >= 10:
unlock_achievement("ACH_WIN_10_TIMES")
if num_wins >= 50:
unlock_achievement("ACH_WIN_50_TIMES")
else:
print("you lost! :(")
incr_stat("num_losses")
unlock_achievement("ACH_LOSE_ONCE")
incr_stat("num_matches")
func print_all_achievements():
if !STARTED:
return
for i in range(Steam.getNumAchievements()):
var ach = Steam.getAchievementName(i)
print(ach + ": " + str(Steam.getAchievement(ach)["achieved"]))
# Steam.clearAchievement(ach)
func incr_stat(stat_name: String):
if !STARTED:
return
var stat_count = Steam.getStatInt(stat_name)
if stat_count is int:
set_stat(stat_name, stat_count + 1)
func set_stat(stat_name: String, value):
if !STARTED:
return
print("setting stat " + stat_name + " to value " + str(value))
if value is int:
Steam.setStatInt(stat_name, value)
Steam.storeStats()
func unlock_achievement(achievement_name: String):
if !STARTED:
return
if ReplayManager.playback or is_instance_valid(Global.current_game) and Global.current_game.is_in_replay:
return
if SteamLobby.SPECTATING:
return
print("unlocked achievement: " + achievement_name)
Steam.setAchievement(achievement_name)
Steam.storeStats()
func has_supporter_pack(steam_id):
return true
func _on_current_stats_received(game_id: int, result: int, user_id: int):
if result == 1:
print("retrieved user stats")
else:
print("could not retrieve stats from steam")