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docs/blueprints/11-meta/103_SS_AchievementSystem.md
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docs/blueprints/11-meta/103_SS_AchievementSystem.md
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# SS_AchievementSystem — Achievement System Subsystem
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## Blueprint Spec — UE 5.5–5.7
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---
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### Parent Class
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`UGameInstanceSubsystem`
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### Dependencies
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- **Requires:** [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) — Persist achievement data
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- **Requires:** [`BPC_PlayerMetricsTracker`](../02-player/15_BPC_PlayerMetricsTracker.md) — Player stats source
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- **Requires:** [`BPC_NarrativeStateSystem`](../07-narrative/38_BPC_NarrativeStateSystem.md) — Story progression
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- **Required By:** [`WBP_NotificationToast`](../06-ui/WBP_NotificationToast.md) — UI notification
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- **Required By:** [`BPC_PlatformServiceAbstraction`](../12-settings/BPC_PlatformServiceAbstraction.md) — Platform API submission
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- **Engine/Plugin Requirements:** GameplayTags
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### Purpose
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Platform-agnostic achievement and trophy tracking system. Manages achievement definitions, progress tracking, unlock logic, and platform API submission. Supports hidden achievements, progress-based achievements, and cross-save achievement state persistence.
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---
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### Enums
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**E_AchievementState**
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| Value | Description |
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|-------|-------------|
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| Locked | Not yet discovered |
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| InProgress | Progress saved but not complete |
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| Unlocked | Achievement earned |
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| Hidden | Not shown to player until unlocked |
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**E_AchievementCategory**
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| Value | Description |
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|-------|-------------|
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| Story | Story progression achievements |
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| Exploration | Discovery and map completion |
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| Combat | Enemy kill and combat achievements |
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| Collectible | Item and lore collection |
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| Challenge | Skill-based achievements |
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| Difficulty | Difficulty-based achievements |
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| Secret | Hidden achievements |
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| Completionist | 100% completion |
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---
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### Structs
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**S_AchievementState**
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| Field | Type | Description |
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|-------|------|-------------|
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| AchievementTag | GameplayTag | Unique identifier |
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| Title | FText | Display name |
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| Description | FText | How to unlock |
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| HiddenDescription | FText | Description shown after unlock |
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| Category | E_AchievementCategory | Grouping |
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| State | E_AchievementState | Current state |
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| ProgressCurrent | Float | Current progress (0–1) |
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| ProgressTarget | Float | Target value |
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| bShowProgress | Bool | Show progress bar |
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| Icon | Texture2D | Achievement image |
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| Gamerscore | Int32 | Points value |
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| bIsCrossSave | Bool | Persists across all saves |
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---
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### Variables
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| Name | Type | Description |
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|------|------|-------------|
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| `AchievementRegistry` | Map (GameplayTag → S_AchievementState) | All achievement definitions and current state |
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| `UnlockedAchievements` | Set of GameplayTag | Already unlocked achievement tags |
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| `TotalGamerscore` | Int32 | Cumulative score |
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| `bAchievementPopupEnabled` | Bool | Toast display toggle |
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| `PendingAchievementQueue` | Array of S_AchievementState | Toasts waiting to show |
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| `bShowingAchievement` | Bool | Currently displaying toast |
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| `bOfflineMode` | Bool | Platform submission deferred |
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---
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### Functions
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| Name | Inputs | Outputs | Description |
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|------|--------|---------|-------------|
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| `Initialize` | — | — | Load achievement data, register callbacks |
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| `NotifyEvent` | EventTag: GameplayTag, Value: Float | — | Called by game systems; checks all relevant achievements |
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| `UnlockAchievement` | AchievementTag: GameplayTag | — | Marks unlocked, submits to platform |
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| `UpdateProgress` | AchievementTag: GameplayTag, Delta: Float | — | Increments progress tracker |
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| `GetAchievementState` | AchievementTag: GameplayTag | S_AchievementState | Returns current state |
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| `GetAllAchievements` | — | Array of S_AchievementState | For achievements menu |
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| `GetAchievementsByCategory` | Category: E_AchievementCategory | Array of S_AchievementState | Filter by category |
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| `GetUnlockedCount` | — | Int32 | Total unlocked |
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| `GetTotalGamerscore` | — | Int32 | Cumulative score |
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| `IsUnlocked` | AchievementTag: GameplayTag | Bool | Quick check |
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| `SaveAchievementData` | — | — | Persist to save |
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| `LoadAchievementData` | — | — | Read from save |
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| `SubmitPendingToPlatform` | — | — | Flush pending on reconnect |
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---
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### Event Dispatchers
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| Name | Parameters | Fired When |
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|------|-----------|-----------|
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| `OnAchievementUnlocked` | AchievementTag: GameplayTag, Gamerscore: Int32 | Achievement earned |
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| `OnProgressUpdated` | AchievementTag: GameplayTag, NewProgress: Float | Progress changed |
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---
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### Communications With
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| Target | Method | Why |
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|--------|--------|-----|
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| [`SS_SaveManager`](../05-saveload/28_SS_SaveManager.md) | Direct call | Persistence |
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| [`BPC_PlayerMetricsTracker`](../02-player/15_BPC_PlayerMetricsTracker.md) | Direct read | Stats for achievements |
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| [`BPC_NarrativeStateSystem`](../07-narrative/38_BPC_NarrativeStateSystem.md) | Direct read | Story achievements |
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| [`WBP_NotificationToast`](../06-ui/WBP_NotificationToast.md) | Create widget | Toast display |
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| [`BPC_PlatformServiceAbstraction`](../12-settings/BPC_PlatformServiceAbstraction.md) | Direct call | Platform submission |
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---
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### Reuse Notes
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- Achievements are data-driven from [`DA_AchievementData`](../14-data-assets/) assets
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- Progress tracking enables percentage-based achievements
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- Hidden achievements use separate description after unlock
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- Toast queue prevents overlap during rapid unlocks
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- Cross-save flag enables achievements that persist across save slots
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- Gamerscore total is calculated automatically
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- Renamed from `BPC_AchievementManager` to `SS_AchievementSystem` per Master naming convention.
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---
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*Specification based on Master Section 11.1, line 3116.*
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