6bb26d806b5dfd6258e9d807f707834ee6fc6958
1 # This file is part of NIT ( http://www.nitlanguage.org ).
3 # Copyright 2014-2015 Alexandre Terrasa <alexandre@moz-code.org>
5 # Licensed under the Apache License, Version 2.0 (the "License");
6 # you may not use this file except in compliance with the License.
7 # You may obtain a copy of the License at
9 # http://www.apache.org/licenses/LICENSE-2.0
11 # Unless required by applicable law or agreed to in writing, software
12 # distributed under the License is distributed on an "AS IS" BASIS,
13 # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
14 # See the License for the specific language governing permissions and
15 # limitations under the License.
17 # `nitrpg` achievements.
19 # Players can unlock achievements by performing remarkable actions on the repo.
20 # Achievements are rewarded by nitcoins.
26 redef class GameEntity
28 # Register a new achievement for this game entity.
30 # Saves the achievement in game data.
31 # Do nothing is the achievement is already registered.
33 # TODO should update the achievement?
34 fun add_achievement
(achievement
: Achievement) do
35 var key
= self.key
/ achievement
.key
36 if game
.store
.has_key
(key
) then return
37 stats
.inc
("achievements")
38 achievement
.save_in
(self.key
)
42 # Load the event from its `id`.
44 # Looks for the event save file in game data.
45 # Returns `null` if the event cannot be found.
46 fun load_achievement
(id
: String): nullable Achievement do
47 var key
= self.key
/ "achievements" / id
48 if not game
.store
.has_key
(key
) then return null
49 var json
= game
.store
.load_object
(key
)
50 return new Achievement.from_json
(game
, json
)
53 # List all events registered in this entity.
55 # This list is reloaded from game data each time its called.
57 # To add events see `add_event`.
58 fun load_achievements
: MapRead[String, Achievement] do
59 var res
= new HashMap[String, Achievement]
60 var key
= self.key
/ "achievements"
61 if not game
.store
.has_collection
(key
) then return res
62 var coll
= game
.store
.list_collection
(key
)
64 res
[id
.to_s
] = load_achievement
(id
.to_s
).as(not null)
70 # Achievements are rewarded by `nitcoins`.
72 # An achievement represents a notable action performed by a `Player`.
73 # Player that `unlock` achievements are rewarded by nitcoins.
80 # Uniq ID for this achievement.
83 # Name of this achievement.
86 # Description of the achievement.
89 # Reward that this achievement give in nitcoins.
92 # Is this achievement unlocked by somebody?
93 var is_unlocked
: Bool is lazy
do return not load_events
.is_empty
95 # Init `self` from a `json` object.
97 # Used to load achievements from storage.
98 init from_json
(game
: Game, json
: JsonObject) do
99 init(game
, json
["id"].to_s
, json
["name"].to_s
, json
["desc"].to_s
, json
["reward"].as(Int))
107 json
["reward"] = reward
114 # Is `a` unlocked for this `Player`?
115 fun has_achievement
(a
: Achievement): Bool do
116 return load_achievement
(a
.id
) != null
119 # Unlocks an achievement for this Player based on a GithubEvent.
121 # Register the achievement and adds the achievement reward to the player
124 # Do nothing is this player has already unlocked the achievement.
126 # TODO: add abstraction so achievements do not depend on GithubEvent.
127 fun unlock_achievement
(a
: Achievement, event
: GithubEvent) do
128 if has_achievement
(a
) then return
131 trigger_unlock_event
(a
, event
)
134 # Create a new event that marks the achievement unlocking.
135 fun trigger_unlock_event
(achievement
: Achievement, event
: GithubEvent) do
136 var obj
= new JsonObject
138 obj
["reward"] = achievement
.reward
139 obj
["achievement"] = achievement
.id
140 obj
["github_event"] = event
.json
141 var ge
= new GameEvent(game
, "achievement_unlocked", obj
)
144 achievement
.add_event
(ge
)
148 # `GameReactor` dedicated to achievements unlocking.
149 interface AchievementReactor
152 # Unic ID of the achievement this reactor unlocks.
153 fun id
: String is abstract
155 # Name of the achievement this reactor unlocks.
156 fun name
: String is abstract
158 # Description of the achievement this reactor unlocks.
159 fun desc
: String is abstract
161 # Amount of nitcoins rewarded for unlocking the achievement.
162 fun reward
: Int is abstract
164 # Return a new instance of the achievement to unlock.
165 fun new_achievement
(game
: Game): Achievement do
166 var achievement
= new Achievement(game
, id
, name
, desc
, reward
)
167 game
.add_achievement
(achievement
)
172 #####################
174 #####################
176 # Unlock achievement after X issues.
178 # Used to factorize behavior.
179 abstract class PlayerXIssues
180 super AchievementReactor
182 # Number of PR required to unlock the achievement.
183 var threshold
: Int is noinit
185 redef fun react_event
(game
, event
) do
186 if not event
isa IssuesEvent then return
187 if not event
.action
== "opened" then return
188 var player
= event
.issue
.user
.player
(game
)
189 if player
.stats
["issues"] == threshold
then
190 var a
= new_achievement
(game
)
191 player
.unlock_achievement
(a
, event
)
196 # Player open his first issue.
200 redef var id
= "player_1_issue"
201 redef var name
= "First complaint"
202 redef var desc
= "Open your first issue."
203 redef var reward
= 10
204 redef var threshold
= 1
207 # Player open 100 issues.
208 class Player100Issues
211 redef var id
= "player_100_issues"
212 redef var name
= "Mature whiner"
213 redef var desc
= "Open 100 issues in the game."
214 redef var reward
= 100
215 redef var threshold
= 100
218 # Player open 1 000 issues.
222 redef var id
= "player_1000_issues"
223 redef var name
= "You, sir, complain a lot"
224 redef var desc
= "Open 1000 issues in the game."
225 redef var reward
= 1000
226 redef var threshold
= 1000
229 # Player open an issue about nitdoc.
230 class IssueAboutNitdoc
231 super AchievementReactor
233 redef var id
= "issue_about_nitdoc"
234 redef var name
= "Say nitdoc again, I double dare you!"
235 redef var desc
= "Open an issue with \"nitdoc\
" in the title."
236 redef var reward
= 10
238 redef fun react_event
(game
, event
) do
239 if not event
isa IssuesEvent then return
240 if not event
.action
== "opened" then return
241 var player
= event
.issue
.user
.player
(game
)
242 var re
= "nitdoc".to_re
243 re
.ignore_case
= true
244 if event
.issue
.title
.has
(re
) then
245 var a
= new_achievement
(game
)
246 player
.unlock_achievement
(a
, event
)
251 # Player open an issue about FFI.
255 redef var id
= "issue_about_ffi"
256 redef var name
= "Polyglot what?"
257 redef var desc
= "Open an issue with `ffi` in the title."
258 redef var reward
= 10
260 redef fun react_event
(game
, event
) do
261 if not event
isa IssuesEvent then return
262 if not event
.action
== "opened" then return
263 var player
= event
.issue
.user
.player
(game
)
264 var re
= "\\bffi\\b".to_re
265 re
.ignore_case
= true
266 if event
.issue
.title
.has
(re
) then
267 var a
= new_achievement
(game
)
268 player
.unlock_achievement
(a
, event
)
273 #####################
275 #####################
277 # Unlock achievement after X pull requests.
279 # Used to factorize behavior.
280 abstract class PlayerXPulls
281 super AchievementReactor
283 # Number of PR required to unlock the achievement.
284 var threshold
: Int is noinit
286 redef fun react_event
(game
, event
) do
287 if not event
isa PullRequestEvent then return
288 if not event
.action
== "opened" then return
289 var player
= event
.pull
.user
.player
(game
)
290 if player
.stats
["pulls"] == threshold
then
291 var a
= new_achievement
(game
)
292 player
.unlock_achievement
(a
, event
)
297 # Open your first pull request.
301 redef var id
= "player_1_pull"
302 redef var name
= "First PR"
303 redef var desc
= "Open your first pull request."
304 redef var reward
= 10
305 redef var threshold
= 1
308 # Author 100 pull requests.
312 redef var id
= "player_100_pulls"
313 redef var name
= "100 pull requests!!!"
314 redef var desc
= "Open 100 pull requests in the game."
315 redef var reward
= 100
316 redef var threshold
= 100
319 # Author 1000 pull requests.
323 redef var id
= "player_1000_pulls"
324 redef var name
= "1000 PULL REQUESTS!!!"
325 redef var desc
= "Open 1000 pull requests in the game."
326 redef var reward
= 1000
327 redef var threshold
= 1000
330 #####################
332 #####################
334 # Unlock achievement after X merged commits.
336 # Used to factorize behavior.
337 abstract class PlayerXCommits
338 super AchievementReactor
340 # Number of PR required to unlock the achievement.
341 var threshold
: Int is noinit
343 redef fun react_event
(game
, event
) do
344 if not event
isa PullRequestEvent then return
345 if not event
.action
== "closed" then return
346 if not event
.pull
.merged
then return
347 var player
= event
.pull
.user
.player
(game
)
348 if player
.stats
["commits"] == threshold
then
349 var a
= new_achievement
(game
)
350 player
.unlock_achievement
(a
, event
)
355 # Author your first commit in the game.
359 redef var id
= "player_1_commit"
360 redef var name
= "First blood"
361 redef var desc
= "Author your first commit in the game."
362 redef var reward
= 10
363 redef var threshold
= 1
366 # Author 100 commits.
367 class Player100Commits
370 redef var id
= "player_100_commits"
371 redef var name
= "100 commits"
372 redef var desc
= "Author 100 commits in the game."
373 redef var reward
= 100
374 redef var threshold
= 100
377 # Author 1 000 commits.
378 class Player1KCommits
381 redef var id
= "player_1000_commits"
382 redef var name
= "1000 commits!!!"
383 redef var desc
= "Author 1000 commits in the game."
384 redef var reward
= 1000
385 redef var threshold
= 1000
388 # Author 10 000 commits.
389 class Player10KCommits
392 redef var id
= "player_10000_commits"
393 redef var name
= "10000 COMMITS!!!"
394 redef var desc
= "Author 10000 commits in the game."
395 redef var reward
= 10000
396 redef var threshold
= 10000
399 #####################
401 #####################
403 # Unlock achievement after X issue comments.
405 # Used to factorize behavior.
406 abstract class PlayerXComments
407 super AchievementReactor
409 # Number of comments required to unlock the achievement.
410 var threshold
: Int is noinit
412 redef fun react_event
(game
, event
) do
413 if not event
isa IssueCommentEvent then return
414 if not event
.action
== "created" then return
415 var player
= event
.comment
.user
.player
(game
)
416 if player
.stats
["comments"] == threshold
then
417 var a
= new_achievement
(game
)
418 player
.unlock_achievement
(a
, event
)
423 # Player author his first comment in issues.
425 super PlayerXComments
427 redef var id
= "player_1_comment"
428 redef var name
= "From lurker to member"
429 redef var desc
= "Comment on an issue."
430 redef var reward
= 10
431 redef var threshold
= 1
434 # Player author 100 issue comments.
435 class Player100Comments
436 super PlayerXComments
438 redef var id
= "player_100_comments"
439 redef var name
= "Chatter"
440 redef var desc
= "Comment 100 times on issues."
441 redef var reward
= 100
442 redef var threshold
= 100
445 # Player author 1000 issue comments.
446 class Player1KComments
447 super PlayerXComments
449 redef var id
= "player_1000_comments"
450 redef var name
= "You sir, talk a lot!"
451 redef var desc
= "Comment 1000 times on issues."
452 redef var reward
= 1000
453 redef var threshold
= 1000
456 # Ping @privat in a comment.
458 super AchievementReactor
460 redef var id
= "player_ping_god"
461 redef var name
= "Ping god"
462 redef var desc
= "Ping the owner of the repo for the first time."
463 redef var reward
= 50
465 redef fun react_event
(game
, event
) do
466 if not event
isa IssueCommentEvent then return
467 var owner
= game
.repo
.owner
.login
468 if event
.comment
.body
.has
("@{owner}".to_re
) then
469 var player
= event
.comment
.user
.player
(game
)
470 var a
= new_achievement
(game
)
471 player
.unlock_achievement
(a
, event
)
477 class PlayerFirstReview
478 super AchievementReactor
480 redef var id
= "player_first_review"
481 redef var name
= "First +1"
482 redef var desc
= "Give a +1 for the first time."
483 redef var reward
= 10
485 redef fun react_event
(game
, event
) do
486 if not event
isa IssueCommentEvent then return
487 # FIXME use a more precise way to locate reviews
488 if event
.comment
.is_ack
then
489 var player
= event
.comment
.user
.player
(game
)
490 var a
= new_achievement
(game
)
491 player
.unlock_achievement
(a
, event
)
496 # Talk about nitcoin in issue comments.
497 class PlayerSaysNitcoin
498 super AchievementReactor
500 redef var id
= "player_says_nitcoin"
501 redef var name
= "Talking about money"
502 redef var desc
= "Say something about nitcoins in a comment."
503 redef var reward
= 10
505 redef fun react_event
(game
, event
) do
506 if not event
isa IssueCommentEvent then return
507 if event
.comment
.body
.has
("(n|N)itcoin".to_re
) then
508 var player
= event
.comment
.user
.player
(game
)
509 var a
= new_achievement
(game
)
510 player
.unlock_achievement
(a
, event
)