Add Habbo-style achievement system with grain-backed progress engine - #19
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Add Habbo-style achievement system with grain-backed progress engine#19billsonnn wants to merge 1 commit into
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Adds a full DB schema (achievements, achievement_levels, player_achievements) for multi-level achievement definitions with per-level currency/score/badge rewards, plus an AchievementProvider (cached definitions, ReloadAsync at startup like other content providers) and a per-player PlayerAchievementGrain that owns progress tracking, level-up detection, reward granting, and timer-flushed persistence (mirrors RoomPersistenceGrain's dirty-item pattern). Any system can progress a player's achievements via grainFactory.GetPlayerAchievementGrain(playerId).ProgressAsync(code, amount, ct); wired up as examples for room entry and making a friend. Level-ups credit currency (new PlayerWalletGrain.CreditAsync), grant badges, and refresh the player's total achievement score, which now flows into PlayerGrain's cached summary/extended-profile state instead of the previous hardcoded 0. Fills in the existing (previously stubbed) achievement wire-protocol pieces already scaffolded in Revision20260112: GetAchievementsMessageHandler now responds with real data, and the Achievement/Achievements/BadgeReceived/ HabboAchievementNotification composers and serializers are implemented. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014brz96Ln1e5922MKutR74q
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Adds a full DB schema (achievements, achievement_levels, player_achievements)
for multi-level achievement definitions with per-level currency/score/badge
rewards, plus an AchievementProvider (cached definitions, ReloadAsync at
startup like other content providers) and a per-player PlayerAchievementGrain
that owns progress tracking, level-up detection, reward granting, and
timer-flushed persistence (mirrors RoomPersistenceGrain's dirty-item pattern).
Any system can progress a player's achievements via
grainFactory.GetPlayerAchievementGrain(playerId).ProgressAsync(code, amount, ct);
wired up as examples for room entry and making a friend. Level-ups credit
currency (new PlayerWalletGrain.CreditAsync), grant badges, and refresh the
player's total achievement score, which now flows into PlayerGrain's cached
summary/extended-profile state instead of the previous hardcoded 0.
Fills in the existing (previously stubbed) achievement wire-protocol pieces
already scaffolded in Revision20260112: GetAchievementsMessageHandler now
responds with real data, and the Achievement/Achievements/BadgeReceived/
HabboAchievementNotification composers and serializers are implemented.
Co-Authored-By: Claude Sonnet 5 noreply@anthropic.com
Claude-Session: https://claude.ai/code/session_014brz96Ln1e5922MKutR74q