contrib/nitrpg: introduce achievements
authorAlexandre Terrasa <alexandre@moz-code.org>
Thu, 26 Feb 2015 12:13:18 +0000 (13:13 +0100)
committerAlexandre Terrasa <alexandre@moz-code.org>
Thu, 26 Feb 2015 12:13:18 +0000 (13:13 +0100)
Signed-off-by: Alexandre Terrasa <alexandre@moz-code.org>

contrib/nitrpg/src/achievements.nit [new file with mode: 0644]
contrib/nitrpg/src/listener.nit

diff --git a/contrib/nitrpg/src/achievements.nit b/contrib/nitrpg/src/achievements.nit
new file mode 100644 (file)
index 0000000..625bfc2
--- /dev/null
@@ -0,0 +1,402 @@
+# This file is part of NIT ( http://www.nitlanguage.org ).
+#
+# Copyright 2014-2015 Alexandre Terrasa <alexandre@moz-code.org>
+#
+# Licensed under the Apache License, Version 2.0 (the "License");
+# you may not use this file except in compliance with the License.
+# You may obtain a copy of the License at
+#
+#     http://www.apache.org/licenses/LICENSE-2.0
+#
+# Unless required by applicable law or agreed to in writing, software
+# distributed under the License is distributed on an "AS IS" BASIS,
+# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+# See the License for the specific language governing permissions and
+# limitations under the License.
+
+# `nitrpg` achievements.
+#
+# Players can unlock achievements by performing remarkable actions on the repo.
+# Achievements are rewarded by nitcoins.
+module achievements
+
+import events
+import statistics
+
+redef class GameEntity
+
+       # Register a new achievement for this game entity.
+       #
+       # Saves the achievement in game data.
+       # Do nothing is the achievement is already registered.
+       #
+       # TODO should update the achievement?
+       fun add_achievement(achievement: Achievement) do
+               var key = self.key / achievement.key
+               if game.store.has_key(key) then return
+               stats.inc("achievements")
+               achievement.save_in(self)
+               save
+       end
+
+       # Load the event from its `id`.
+       #
+       # Looks for the event save file in game data.
+       # Returns `null` if the event cannot be found.
+       fun load_achievement(id: String): nullable Achievement do
+               var key = self.key / "achievements" / id
+               if not game.store.has_key(key) then return null
+               var json = game.store.load_object(key)
+               return new Achievement.from_json(game, json)
+       end
+
+       # List all events registered in this entity.
+       #
+       # This list is reloaded from game data each time its called.
+       #
+       # To add events see `add_event`.
+       fun load_achievements: MapRead[String, Achievement] do
+               var res = new HashMap[String, Achievement]
+               var key = self.key / "achievements"
+               if not game.store.has_collection(key) then return res
+               var coll = game.store.list_collection(key)
+               for id in coll do
+                       res[id.to_s] = load_achievement(id.to_s).as(not null)
+               end
+               return res
+       end
+end
+
+# Achievements are rewarded by `nitcoins`.
+#
+# An achievement represents a notable action performed by a `Player`.
+# Player that `unlock` achievements are rewarded by nitcoins.
+class Achievement
+       super GameEntity
+
+       redef var key is lazy do return "achievements" / id
+
+       redef var game
+
+       # Uniq ID for this achievement.
+       var id: String
+
+       # Name of this achievement.
+       var name: String
+
+       # Description of the achievement.
+       var desc: String
+
+       # Reward that this achievement give in nitcoins.
+       var reward: Int
+
+       # Is this achievement unlocked by somebody?
+       var is_unlocked: Bool is lazy do return not load_events.is_empty
+
+       # Init `self` from a `json` object.
+       #
+       # Used to load achievements from storage.
+       init from_json(game: Game, json: JsonObject) do
+               self.game = game
+               id = json["id"].to_s
+               name = json["name"].to_s
+               desc = json["desc"].to_s
+               reward = json["reward"].as(Int)
+       end
+
+       redef fun to_json do
+               var json = super
+               json["id"] = id
+               json["name"] = name
+               json["desc"] = desc
+               json["reward"] = reward
+               return json
+       end
+end
+
+redef class Player
+
+       # Is `a` unlocked for this `Player`?
+       fun has_achievement(a: Achievement): Bool do
+               return load_achievement(a.id) != null
+       end
+
+       # Unlocks an achievement for this Player based on a GithubEvent.
+       #
+       # Register the achievement and adds the achievement reward to the player
+       # nitcoins.
+       #
+       # Do nothing is this player has already unlocked the achievement.
+       #
+       # TODO: add abstraction so achievements do not depend on GithubEvent.
+       fun unlock_achievement(a: Achievement, event: GithubEvent) do
+               if has_achievement(a) then return
+               nitcoins += a.reward
+               add_achievement(a)
+               trigger_unlock_event(a, event)
+       end
+
+       # Create a new event that marks the achievement unlocking.
+       fun trigger_unlock_event(achievement: Achievement, event: GithubEvent) do
+               var obj = new JsonObject
+               obj["player"] = name
+               obj["reward"] = achievement.reward
+               obj["achievement"] = achievement.id
+               obj["github_event"] = event.json
+               var ge = new GameEvent(game, "achievement_unlocked", obj)
+               add_event(ge)
+               game.add_event(ge)
+               achievement.add_event(ge)
+       end
+end
+
+# `GameReactor` dedicated to achievements unlocking.
+interface AchievementReactor
+       super GameReactor
+
+       # Unic ID of the achievement this reactor unlocks.
+       fun id: String is abstract
+
+       # Name of the achievement this reactor unlocks.
+       fun name: String is abstract
+
+       # Description of the achievement this reactor unlocks.
+       fun desc: String is abstract
+
+       # Amount of nitcoins rewarded for unlocking the achievement.
+       fun reward: Int is abstract
+
+       # Return a new instance of the achievement to unlock.
+       fun new_achievement(game: Game): Achievement do
+               var achievement = new Achievement(game, id, name, desc, reward)
+               game.add_achievement(achievement)
+               return achievement
+       end
+end
+
+#####################
+### Issues
+#####################
+
+# Unlock achievement after X issues.
+#
+# Used to factorize behavior.
+abstract class PlayerXIssues
+       super AchievementReactor
+
+       # Number of PR required to unlock the achievement.
+       var threshold: Int is noinit
+
+       redef fun react_event(game, event) do
+               if not event isa IssuesEvent then return
+               if not event.action == "opened" then return
+               var player = event.issue.user.player(game)
+               if player.stats["issues"] == threshold then
+                       var a = new_achievement(game)
+                       player.unlock_achievement(a, event)
+               end
+       end
+end
+
+# Player open his first issue.
+class Player1Issue
+       super PlayerXIssues
+
+       redef var id = "player_1_issue"
+       redef var name = "First complaint"
+       redef var desc = "Open your first issue."
+       redef var reward = 10
+       redef var threshold = 1
+end
+
+# Player open 100 issues.
+class Player100Issues
+       super PlayerXIssues
+
+       redef var id = "player_100_issues"
+       redef var name = "Mature whiner"
+       redef var desc = "Open 100 issues in the game."
+       redef var reward = 100
+       redef var threshold = 100
+end
+
+# Player open 1 000 issues.
+class Player1KIssues
+       super PlayerXIssues
+
+       redef var id = "player_1000_issues"
+       redef var name = "You, sir, complain a lot"
+       redef var desc = "Open 1000 issues in the game."
+       redef var reward = 1000
+       redef var threshold = 1000
+end
+
+# Player open an issue about nitdoc.
+class IssueAboutNitdoc
+       super AchievementReactor
+
+       redef var id = "issue_about_nitdoc"
+       redef var name = "Say nitdoc again, I double dare you!"
+       redef var desc = "Open an issue with \"nitdoc\" in the title."
+       redef var reward = 10
+
+       redef fun react_event(game, event) do
+               if not event isa IssuesEvent then return
+               if not event.action == "opened" then return
+               var player = event.issue.user.player(game)
+               var re = "nitdoc".to_re
+               re.ignore_case = true
+               if event.issue.title.has(re) then
+                       var a = new_achievement(game)
+                       player.unlock_achievement(a, event)
+               end
+       end
+end
+
+# Player open an issue about FFI.
+class IssueAboutFFI
+       super PlayerXIssues
+
+       redef var id = "issue_about_ffi"
+       redef var name = "Polyglot what?"
+       redef var desc = "Open an issue with `ffi` in the title."
+       redef var reward = 10
+
+       redef fun react_event(game, event) do
+               if not event isa IssuesEvent then return
+               if not event.action == "opened" then return
+               var player = event.issue.user.player(game)
+               var re = "\\bffi\\b".to_re
+               re.ignore_case = true
+               if event.issue.title.has(re) then
+                       var a = new_achievement(game)
+                       player.unlock_achievement(a, event)
+               end
+       end
+end
+
+#####################
+### Pull requests
+#####################
+
+# Unlock achievement after X pull requests.
+#
+# Used to factorize behavior.
+abstract class PlayerXPulls
+       super AchievementReactor
+
+       # Number of PR required to unlock the achievement.
+       var threshold: Int is noinit
+
+       redef fun react_event(game, event) do
+               if not event isa PullRequestEvent then return
+               if not event.action == "opened" then return
+               var player = event.pull.user.player(game)
+               if player.stats["pulls"] == threshold then
+                       var a = new_achievement(game)
+                       player.unlock_achievement(a, event)
+               end
+       end
+end
+
+# Open your first pull request.
+class Player1Pull
+       super PlayerXPulls
+
+       redef var id = "player_1_pull"
+       redef var name = "First PR"
+       redef var desc = "Open your first pull request."
+       redef var reward = 10
+       redef var threshold = 1
+end
+
+# Author 100 pull requests.
+class Player100Pulls
+       super PlayerXPulls
+
+       redef var id = "player_100_pulls"
+       redef var name = "100 pull requests!!!"
+       redef var desc = "Open 100 pull requests in the game."
+       redef var reward = 100
+       redef var threshold = 100
+end
+
+# Author 1000 pull requests.
+class Player1KPulls
+       super PlayerXPulls
+
+       redef var id = "player_1000_pulls"
+       redef var name = "1000 PULL REQUESTS!!!"
+       redef var desc = "Open 1000 pull requests in the game."
+       redef var reward = 1000
+       redef var threshold = 1000
+end
+
+#####################
+### Commits
+#####################
+
+# Unlock achievement after X merged commits.
+#
+# Used to factorize behavior.
+abstract class PlayerXCommits
+       super AchievementReactor
+
+       # Number of PR required to unlock the achievement.
+       var threshold: Int is noinit
+
+       redef fun react_event(game, event) do
+               if not event isa PullRequestEvent then return
+               if not event.action == "closed" then return
+               if not event.pull.merged then return
+               var player = event.pull.user.player(game)
+               if player.stats["commits"] == threshold then
+                       var a = new_achievement(game)
+                       player.unlock_achievement(a, event)
+               end
+       end
+end
+
+# Author your first commit in the game.
+class Player1Commit
+       super PlayerXCommits
+
+       redef var id = "player_1_commit"
+       redef var name = "First blood"
+       redef var desc = "Author your first commit in the game."
+       redef var reward = 10
+       redef var threshold = 1
+end
+
+# Author 100 commits.
+class Player100Commits
+       super PlayerXCommits
+
+       redef var id = "player_100_commits"
+       redef var name = "100 commits"
+       redef var desc = "Author 100 commits in the game."
+       redef var reward = 100
+       redef var threshold = 100
+end
+
+# Author 1 000 commits.
+class Player1KCommits
+       super PlayerXCommits
+
+       redef var id = "player_1000_commits"
+       redef var name = "1000 commits!!!"
+       redef var desc = "Author 1000 commits in the game."
+       redef var reward = 1000
+       redef var threshold = 1000
+end
+
+# Author 10 000 commits.
+class Player10KCommits
+       super PlayerXCommits
+
+       redef var id = "player_10000_commits"
+       redef var name = "10000 COMMITS!!!"
+       redef var desc = "Author 10000 commits in the game."
+       redef var reward = 10000
+       redef var threshold = 10000
+end
index d35b169..0e4ba00 100644 (file)
@@ -17,8 +17,8 @@
 # This tool is runned to listen to `Github::Event` and update the game.
 module listener
 
-import statistics
 import reactors
+import achievements
 import github::hooks
 
 # `HookListener` that redirects events to a `Game` instance.
@@ -34,8 +34,14 @@ class RpgHookListener
                # TODO handle verbosity with opts
                game.verbose_lvl = 1
                game.message(1, "Received event {event} for {game.repo.full_name}")
-               for reactor in reactors do reactor.react_event(game, event)
+               for reactor in reactors do
+                       game.message(2, "Apply reactor {reactor} on {event}")
+                       reactor.react_event(game, event)
+               end
        end
+
+       # Register a reactor for this listener.
+       fun add_reactor(reactors: GameReactor...) do self.reactors.add_all reactors
 end
 
 if args.length != 2 then
@@ -51,9 +57,12 @@ var port = args[1].to_i
 
 var api = new GithubAPI(get_github_oauth)
 
-var listener = new RpgHookListener(api, host, port)
-listener.reactors.add new StatisticsReactor
-listener.reactors.add new PlayerReactor
+var l = new RpgHookListener(api, host, port)
+l.add_reactor(new StatisticsReactor, new PlayerReactor)
+l.add_reactor(new Player1Issue, new Player100Issues, new Player1KIssues)
+l.add_reactor(new Player1Pull, new Player100Pulls, new Player1KPulls)
+l.add_reactor(new Player1Commit, new Player100Commits, new Player1KCommits)
+l.add_reactor(new IssueAboutNitdoc, new IssueAboutFFI)
 
 print "Listening events on {host}:{port}"
-listener.listen
+l.listen