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-- src/ServerScriptService/AchievementManager.server.lua

local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")

local NotificationEvent = ReplicatedStorage:WaitForChild("Events"):WaitForChild("NotificationEvent")

-- Achievement definitions
local Achievements = {
	{id = "first_chop", title = "First Swing", description = "Chop your first tree segment", stat = "WoodChopped", target = 1},
	{id = "chop_100", title = "Century Cutter", description = "Chop 100 tree segments", stat = "WoodChopped", target = 100},
	{id = "chop_500", title = "Lumber Legend", description = "Chop 500 tree segments", stat = "WoodChopped", target = 500},
	{id = "chop_1000", title = "Timber Titan", description = "Chop 1000 tree segments", stat = "WoodChopped", target = 1000},
	{id = "earn_1000", title = "First Thousand", description = "Earn $1,000 total", stat = "TotalEarned", target = 1000},
	{id = "earn_10000", title = "Money Bags", description = "Earn $10,000 total", stat = "TotalEarned", target = 10000},
	{id = "earn_100000", title = "Timber Mogul", description = "Earn $100,000 total", stat = "TotalEarned", target = 100000},
	{id = "build_1", title = "First Foundation", description = "Build your first structure", stat = "TotalBuilt", target = 1},
	{id = "build_25", title = "Master Builder", description = "Build 25 structures", stat = "TotalBuilt", target = 25},
}

-- Track awarded achievements per player
local playerAchievements = {} -- [userId] = {achievementId = true, ...}

local function checkAchievements(player)
	local data = _G.GetPlayerData(player)
	if not data then return end

	if not playerAchievements[player.UserId] then
		playerAchievements[player.UserId] = {}
	end

	local leaderstats = player:FindFirstChild("leaderstats")

	for _, achievement in ipairs(Achievements) do
		if playerAchievements[player.UserId][achievement.id] then continue end

		local currentValue = 0

		-- Check leaderstats
		if leaderstats then
			local stat = leaderstats:FindFirstChild(achievement.stat)
			if stat then
				currentValue = stat.Value
			end
		end

		-- Check player data
		if data[achievement.stat] then
			currentValue = data[achievement.stat]
		end

		if currentValue >= achievement.target then
			playerAchievements[player.UserId][achievement.id] = true
			NotificationEvent:FireClient(player, "Achievement", achievement.title .. " - " .. achievement.description)
		end
	end
end

-- Expose for other managers
_G.CheckAchievements = function(player)
	checkAchievements(player)
end

_G.GetPlayerAchievements = function(player)
	return playerAchievements[player.UserId] or {}
end

-- Periodic check
task.spawn(function()
	while true do
		task.wait(10)
		for _, player in ipairs(Players:GetPlayers()) do
			pcall(function()
				checkAchievements(player)
			end)
		end
	end
end)

Players.PlayerRemoving:Connect(function(player)
	playerAchievements[player.UserId] = nil
end)