Celes
Celes 是一个开源文件和注册表抓取工具,可获取和存储游戏成就,无论其来源如何。
Table of Contents
About the project
Celes 是一个 Typescript 库,允许其他工具抓取文件和注册表以从中获取用户成就
多个来源。 它包括多种功能,如检测游戏、加载模式和生成列表
解锁成就,以及导入和导出功能。 它还有一个内置的数据库,允许它
存储本地缓存,也可以被其他工具使用
成就观察者 项目。
要查看兼容源和平台的列表,请参阅
兼容性。
Built with
Getting Started
Prerequisites
你需要 NPM 来安装 Celes。 如果你没有它,你可以下载它
https://www.npmjs.com/。
Installation
Celes 在 NPM 上可用,因此您可以直接从那里安装它:
npm install --save @achievement-watcher/celes
Usage
API
Import
import {Celes} from '@achievement-watcher/celes'
The Celes Object
Celes 是导出的主要类,也是必须使用的主要类。 如果可以广泛配置
下面:
class Celes {
constructor(
achievementWatcherRootPath: string,
additionalFoldersToScan?: string[],
enabledPlugins?: string[],
steamPluginMode?: 0 | 1 | 2,
systemLanguage?: string,
useOldestUnlockTime?: boolean
) {}
}
Constructor parameters explanation
- achievementWatcherRootPath: string: Root path of the data folder of the Achievement Watcher project. It should
be created in the installation of Achievement Watcher and, usually, it defaults to
%APPDATA%/Achievement Watcher
.
Inside of it, caches and schemas and user stats are stored.
- additionalFoldersToScan?: string[]: List of folders defined by the user to scan. Used by some plugins to try
to scrap achievement data from there.
- enabledPlugins?: string[]: List of plugin names that have to be used. The plugin names are defined by the name
of the files stored under (src/lib/plugins)[src/lib/plugins]. By deafault, all of them are enabled.
- steamPluginMode?: 0 | 1 | 2: Work mode of the Steam plugin:
- 0 -> Disabled.
- 1 -> Enabled. Only Installed games are shown.
- 2 -> Enabled. All games are shown.
- systemLanguage?: string: User defined language. Defaults to english.
- useOldestUnlockTime?: boolean: Method to be used when merging same achievements from different sources. By
default, oldest unlock time is used, which means that, under collision, the unlock time stored is the most ancient
one.
Celes API
这是 Celes 可用的公共方法列表。 始终更新的解释可以在
src/lib/Celes.ts 文件。 在的情况下
NPM包,详细解释应该在
dist/lib/Celes.d.ts。
Pull
async pull(callbackProgress?: (progress: number) => void): Promise<ScrapResult> {};
Load
async load(callbackProgress?: (progress: number) => void): Promise<GameData[]> {};
Export
async export(filePath: string): Promise<void> {};
Import
async import(filePath: string, force?: boolean): Promise<GameData[]> {};
Add Game
async addGame(appId: string, platform: Platform): Promise<void> {};
Remove manually added Game
async removeManuallAddedGame(appId: string, platform: Platform): Promise<void> {};
Unlock Achievement
async unlockAchievement(appId: string, platform: Platform, achievementId: string, unlockTime = 0): Promise<void> {};
Remove Manually Unlocked Achievement
async removeManuallyUnlockedAchievement(appId: string, platform: Platform, achievementId: string): Promise<void> {};
Set Achievement Unlock Time
async setAchievementUnlockTime(appId: string, source: Source, platform: Platform, achievementId: string,
unlockTime: number): Promise<void> {};
Add Game Playtime
async addGamePlaytime(appId: string, platform: Platform, playtime: number,
force?: boolean): Promise<void> {};
Contributing
欢迎投稿。 请参阅贡献
了解更多信息。
License
根据 GPL-3.0 许可证分发。 请参阅许可证
了解更多信息。
Legal Aspects
有关法律方面的信息,请参阅法律。
Celes
Celes is an Open Source file and registry scraper that obtains and stores game achievements, whatever the origin.
Table of Contents
About the project
Celes is a Typescript library that allows other tools to scrap files and registries to obtain user achievements from
multiple sources. It includes multiples funcionalities like detecting games, loading schemas and generating a list of
unlocked achievements, together with import and export features. It also has a built-in database, which allows it to
store local caches than can also be used by other tools of the
Achievement Watcher project.
To see the list of compatible sources and platforms, refer to
COMPATIBILITY.
Built with
Getting Started
Prerequisites
You need NPM to install Celes. If you don't have it, you can download it at
https://www.npmjs.com/.
Installation
Celes is available at NPM, so you can install it directly from there:
npm install --save @achievement-watcher/celes
Usage
API
Import
import {Celes} from '@achievement-watcher/celes'
The Celes Object
Celes is the main class exported and the one that has to be used principaly. If can be widely configured as presented
below:
class Celes {
constructor(
achievementWatcherRootPath: string,
additionalFoldersToScan?: string[],
enabledPlugins?: string[],
steamPluginMode?: 0 | 1 | 2,
systemLanguage?: string,
useOldestUnlockTime?: boolean
) {}
}
Constructor parameters explanation
- achievementWatcherRootPath: string: Root path of the data folder of the Achievement Watcher project. It should
be created in the installation of Achievement Watcher and, usually, it defaults to
%APPDATA%/Achievement Watcher
.
Inside of it, caches and schemas and user stats are stored.
- additionalFoldersToScan?: string[]: List of folders defined by the user to scan. Used by some plugins to try
to scrap achievement data from there.
- enabledPlugins?: string[]: List of plugin names that have to be used. The plugin names are defined by the name
of the files stored under (src/lib/plugins)[src/lib/plugins]. By deafault, all of them are enabled.
- steamPluginMode?: 0 | 1 | 2: Work mode of the Steam plugin:
- 0 -> Disabled.
- 1 -> Enabled. Only Installed games are shown.
- 2 -> Enabled. All games are shown.
- systemLanguage?: string: User defined language. Defaults to english.
- useOldestUnlockTime?: boolean: Method to be used when merging same achievements from different sources. By
default, oldest unlock time is used, which means that, under collision, the unlock time stored is the most ancient
one.
Celes API
This is the list of public methods available at Celes. An always-updated explanation can be found inside of the
src/lib/Celes.ts file. In the case of the
NPM package, the detailed explanation should be instead at
dist/lib/Celes.d.ts.
Pull
async pull(callbackProgress?: (progress: number) => void): Promise<ScrapResult> {};
Load
async load(callbackProgress?: (progress: number) => void): Promise<GameData[]> {};
Export
async export(filePath: string): Promise<void> {};
Import
async import(filePath: string, force?: boolean): Promise<GameData[]> {};
Add Game
async addGame(appId: string, platform: Platform): Promise<void> {};
Remove manually added Game
async removeManuallAddedGame(appId: string, platform: Platform): Promise<void> {};
Unlock Achievement
async unlockAchievement(appId: string, platform: Platform, achievementId: string, unlockTime = 0): Promise<void> {};
Remove Manually Unlocked Achievement
async removeManuallyUnlockedAchievement(appId: string, platform: Platform, achievementId: string): Promise<void> {};
Set Achievement Unlock Time
async setAchievementUnlockTime(appId: string, source: Source, platform: Platform, achievementId: string,
unlockTime: number): Promise<void> {};
Add Game Playtime
async addGamePlaytime(appId: string, platform: Platform, playtime: number,
force?: boolean): Promise<void> {};
Contributing
Contributions are welcome. See CONTRIBUTING
for more information.
License
Distributed under the GPL-3.0 License. See LICENSE
for more information.
Legal Aspects
For legal aspects, see legal.