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.editorconfig

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# See format at editorconfig.org
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root = true
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[*]
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end_of_line = lf
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insert_final_newline = true

.gitignore

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.idea/
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.DS_Store

LICENSE

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Apache License
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Version 2.0, January 2004
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http://www.apache.org/licenses/
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README.md

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Hiro
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===
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> The server interface for the Hiro game framework.
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[Hiro](https://heroiclabs.com/hiro/) is a client and server framework built on top of [Nakama server](https://heroiclabs.com/nakama/) to rapidly build high performance, flexible, and composable gameplay systems like Achievements, Energies, Event Leaderboards, and much more.
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The code is divided into a Go package of interfaces and a C# DLL which is packaged with utilities (such as UnityPurchasing, Unity Mobile Notifications, etc) for Unity Engine.
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This repository maintains the public interfaces which make it easy to use the library from inside a Nakama game server project to extend and build additional gameplay systems.
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To learn more about Hiro and integrate it into your Unity game project, have a look at these resources:
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- [heroiclabs.com/hiro](https://heroiclabs.com/hiro/)
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- [heroiclabs.com/docs/hiro](https://heroiclabs.com/docs/hiro/)
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Reach out to [Heroic Labs](mailto:[email protected]) for more information about how to license Hiro as a developer or as part of a game studio.
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### Setup
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1. Set up the Go toolchain.
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2. Set up your [Nakama project with Go](https://heroiclabs.com/docs/nakama/server-framework/go-runtime/#initialize-the-project).
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3. Add Hiro to your project as a dependency:
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```shell
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go get "github.com/heroiclabs/hiro@latest"
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```
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4. Sign up to the [Heroic Cloud](https://cloud.heroiclabs.com) and contact us to obtain licenses to Hiro.
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5. Download and unzip the package. Add "hiro.bin" to your codebase.
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6. Follow the [usage](#usage) instructions for how to get started.
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### Usage
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The game framework initializes and returns the configured gameplay systems with `Init`:
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```go
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func InitModule(ctx context.Context, logger runtime.Logger, db *sql.DB, nk runtime.NakamaModule, initializer runtime.Initializer) error {
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systems, err := hiro.Init(ctx, logger, nk, initializer, "hiro.bin",
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hiro.WithEconomySystem("economy.json", true),
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hiro.WithEnergySystem("energy.json", true),
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hiro.WithInventorySystem("inventory.json", true))
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if err != nil {
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return err
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}
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// systems.GetEnergySystem().Get(...)
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// ...
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return nil
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}
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```
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For examples on how to write data definitions for the gameplay systems have a look at the [documentation](https://heroiclabs.com/docs/hiro/).
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### License
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This codebase is licensed under the [Apache-2 License](https://github.com/heroiclabs/hiro/blob/master/LICENSE).

achievements.go

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// Copyright 2023 Heroic Labs & Contributors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package hiro
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import (
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"context"
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"github.com/heroiclabs/nakama-common/runtime"
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)
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// AchievementsConfig is the data definition for the TutorialsSystem type.
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type AchievementsConfig struct {
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Achievements map[string]*AchievementsConfigAchievement `json:"achievements"`
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}
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type AchievementsConfigAchievement struct {
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AutoClaim bool `json:"auto_claim"`
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AutoClaimTotal bool `json:"auto_claim_total"`
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AutoReset bool `json:"auto_reset"`
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Category string `json:"category"`
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Count int64 `json:"count"`
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Description string `json:"description"`
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ResetCronexpr string `json:"reset_cronexpr"`
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DurationSec int64 `json:"duration_sec"`
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MaxCount int64 `json:"max_count"`
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Name string `json:"name"`
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PreconditionIDs []string `json:"precondition_ids"`
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Reward *EconomyConfigReward `json:"reward"`
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TotalReward *EconomyConfigReward `json:"total_reward"`
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SubAchievements map[string]*AchievementsConfigSubAchievement `json:"sub_achievements"`
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AdditionalProperties map[string]string `json:"additional_properties"`
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}
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type AchievementsConfigSubAchievement struct {
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AutoClaim bool `json:"auto_claim"`
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AutoReset bool `json:"auto_reset"`
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Category string `json:"category"`
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Count int64 `json:"count"`
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Description string `json:"description"`
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ResetCronexpr string `json:"reset_cronexpr"`
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DurationSec int64 `json:"duration_sec"`
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MaxCount int64 `json:"max_count"`
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Name string `json:"name"`
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PreconditionIDs []string `json:"precondition_ids"`
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Reward *EconomyConfigReward `json:"reward"`
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AdditionalProperties map[string]string `json:"additional_properties"`
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}
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// An AchievementsSystem is a gameplay system which represents one-off, repeat, preconditioned, and sub-achievements.
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type AchievementsSystem interface {
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System
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// ClaimAchievements when one or more achievements whose progress has completed by their IDs.
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ClaimAchievements(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string, achievementIDs []string, claimTotal bool) (map[string]*Achievement, map[string]*Achievement, error)
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// GetAchievements returns all achievements available to the user and progress on them.
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GetAchievements(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string) (map[string]*Achievement, map[string]*Achievement, error)
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// UpdateAchievements updates progress on one or more achievements by the same amount.
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UpdateAchievements(ctx context.Context, logger runtime.Logger, nk runtime.NakamaModule, userID string, achievementIDs []string, amount int64) (map[string]*Achievement, map[string]*Achievement, error)
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// SetOnAchievementReward sets a custom reward function which will run after an achievement's reward is rolled.
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SetOnAchievementReward(fn OnReward[*AchievementsConfigAchievement])
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// SetOnSubAchievementReward sets a custom reward function which will run after a sub-achievement's reward is
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// rolled.
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SetOnSubAchievementReward(fn OnReward[*AchievementsConfigSubAchievement])
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// SetOnAchievementTotalReward sets a custom reward function which will run after an achievement's total reward is
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// rolled.
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SetOnAchievementTotalReward(fn OnReward[*AchievementsConfigAchievement])
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}

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