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moment = require ' moment '
_ = require ' lodash '
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algos = require ' ./algos.coffee '
items = require ( ' ./items.coffee ' ) . items
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sod = (timestamp, dayStart=0) ->
#sanity-check reset-time (is it 24h time?)
dayStart = 0 unless ( dayStart = parseInt ( dayStart ) ) and ( 0 <= dayStart <= 24 )
moment ( timestamp ) . startOf ( ' day ' ) . add ( ' h ' , dayStart )
dayMapping = { 0 : ' su ' , 1 : ' m ' , 2 : ' t ' , 3 : ' w ' , 4 : ' th ' , 5 : ' f ' , 6 : ' s ' }
# ##
Absolute diff between two dates
# ##
daysBetween = (yesterday, now, dayStart) -> Math . abs sod ( yesterday , dayStart ) . diff ( now , ' days ' )
# ##
Should the user do this taks on this date , given the task ' s repeat options and user.preferences.dayStart?
# ##
shouldDo = (day, repeat, dayStart=0) ->
return false unless repeat
now = + new Date
selected = repeat [ dayMapping [ sod ( day , dayStart ) . day ( ) ] ]
return selected unless moment ( day ) . isSame ( now , ' d ' )
if dayStart <= moment ( now ) . hour ( ) # we're past the dayStart mark, is it due today?
return selected
else # we're not past dayStart mark, check if it was due "yesterday"
yesterday = moment ( now ) . subtract ( 1 , ' d ' ) . day ( )
return repeat [ dayMapping [ yesterday ] ]
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uuid = ->
" xxxxxxxx-xxxx-4xxx-yxxx-xxxxxxxxxxxx " . replace / [ xy ] / g , (c) ->
r = Math . random ( ) * 16 | 0
v = ( if c is " x " then r else ( r & 0x3 | 0x8 ) )
v . toString 16
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module.exports =
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uuid: uuid
newUser: (isDerby=false) ->
userSchema =
# _id / id handled by Racer
stats: { gp: 0 , exp: 0 , lvl: 1 , hp: 50 }
party: { invitation: null }
items: { weapon: 0 , armor: 0 , head: 0 , shield: 0 }
preferences: { gender: ' m ' , skin: ' white ' , hair: ' blond ' , armorSet: ' v1 ' , dayStart : 0 , showHelm: true }
apiToken: uuid ( ) # set in newUserObject below
lastCron: ' new ' #this will be replaced with `+new Date` on first run
balance: 0
flags:
partyEnabled: false
itemsEnabled: false
ads: ' show '
tags: [ ]
if isDerby
userSchema.habitIds = [ ]
userSchema.dailyIds = [ ]
userSchema.todoIds = [ ]
userSchema.rewardIds = [ ]
userSchema.tasks = { }
else
userSchema.habits = [ ]
userSchema.dailys = [ ]
userSchema.todos = [ ]
userSchema.rewards = [ ]
# deep clone, else further new users get duplicate objects
newUser = _ . cloneDeep userSchema
repeat = { m : true , t : true , w : true , th : true , f : true , s : true , su : true }
defaultTasks = [
{ type: ' habit ' , text: ' 1h Productive Work ' , notes: ' -- Habits: Constantly Track -- \n For some habits, it only makes sense to *gain* points (like this one). ' , value: 0 , up: true , down: false }
{ type: ' habit ' , text: ' Eat Junk Food ' , notes: ' For others, it only makes sense to *lose* points ' , value: 0 , up: false , down: true }
{ type: ' habit ' , text: ' Take The Stairs ' , notes: ' For the rest, both + and - make sense (stairs = gain, elevator = lose) ' , value: 0 , up: true , down: true }
{ type: ' daily ' , text: ' 1h Personal Project ' , notes: ' -- Dailies: Complete Once a Day -- \n At the end of each day, non-completed Dailies dock you points. ' , value: 0 , completed: false , repeat: repeat }
{ type: ' daily ' , text: ' Exercise ' , notes: " If you are doing well, they turn green and are less valuable (experience, gold) and less damaging (HP). This means you can ease up on them for a bit. " , value: 3 , completed: false , repeat: repeat }
{ type: ' daily ' , text: ' 45m Reading ' , notes: ' But if you are doing poorly, they turn red. The worse you do, the more valuable (exp, gold) and more damaging (HP) these goals become. This encourages you to focus on your shortcomings, the reds. ' , value: - 10 , completed: false , repeat: repeat }
{ type: ' todo ' , text: ' Call Mom ' , notes: " -- Todos: Complete Eventually -- \n Non-completed Todos won ' t hurt you, but they will become more valuable over time. This will encourage you to wrap up stale Todos. " , value: - 3 , completed: false }
{ type: ' reward ' , text: ' 1 Episode of Game of Thrones ' , notes: ' -- Rewards: Treat Yourself! -- \n As you complete goals, you earn gold to buy rewards. Buy them liberally - rewards are integral in forming good habits. ' , value: 20 }
{ type: ' reward ' , text: ' Cake ' , notes: ' But only buy if you have enough gold - you lose HP otherwise. ' , value: 10 }
]
defaultTags = [
{ name: ' morning ' }
{ name: ' afternoon ' }
{ name: ' evening ' }
]
for task in defaultTasks
guid = task.id = uuid ( )
if isDerby
newUser . tasks [ guid ] = task
newUser [ " #{ task . type } Ids " ] . push guid
else
newUser [ " #{ task . type } s " ] . push task
for tag in defaultTags
tag.id = uuid ( )
newUser . tags . push tag
newUser
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# ##
This allows you to set object properties by dot - path . Eg , you can run pathSet ( ' stats.hp ' , 50 , user ) which is the same as
user.stats.hp = 50 . This is useful because in our habitrpg - shared functions we ' re returning changesets as {path:value},
so that different consumers can implement setters their own way . Derby needs model . set ( path , value ) for example , where
Angular sets object properties directly - in which case , this function will be used .
# ##
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dotSet: (path, val, obj) ->
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arr = path . split ( ' . ' )
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_ . reduce arr , (curr, next, index) ->
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if ( arr . length - 1 ) == index
curr [ next ] = val
curr [ next ]
, obj
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dotGet: (path, obj) -> _ . reduce path . split ( ' . ' ) , ( (curr, next) -> curr [ next ] ) , obj
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daysBetween: daysBetween
shouldDo: shouldDo
# ##
Get a random property from an object
http : / / stackoverflow . com / questions / 2532218 / pick - random - property - from - a - javascript - object
returns random property ( the value )
# ##
randomVal: (obj) ->
result = undefined
count = 0
for key , val of obj
result = val if Math . random ( ) < ( 1 / ++ count )
result
# ##
Remove whitespace #FIXME are we using this anywwhere? Should we be?
# ##
removeWhitespace: (str) ->
return ' ' unless str
str . replace / \ s / g , ' '
# ##
Generate the username , since it can be one of many things: their username , their facebook fullname , their manually - set profile name
# ##
username: (auth, override) ->
#some people define custom profile name in Avatar -> Profile
return override if override
if auth ? . facebook ? . displayName ?
auth . facebook . displayName
else if auth ? . facebook ?
fb = auth . facebook
if fb . _raw then " #{ fb . name . givenName } #{ fb . name . familyName } " else fb . name
else if auth ? . local ?
auth . local . username
else
' Anonymous '
# ##
Encode the download link for . ics iCal file
# ##
encodeiCalLink: (uid, apiToken) ->
loc = window ? . location . host or process ? . env ? . BASE_URL or ' '
encodeURIComponent " http:// #{ loc } /v1/users/ #{ uid } /calendar.ics?apiToken= #{ apiToken } "
# ##
User ' s currently equiped item
# ##
equipped: (type, item=0, preferences={gender:'m', armorSet:'v1'}, backerTier=0) ->
{ gender , armorSet } = preferences
item = parseInt ( item )
backerTier = parseInt ( backerTier )
switch type
when ' armor '
if item > 5
return ' armor_6 ' if backerTier >= 45
item = 5 # set them back if they're trying to cheat
if gender is ' f '
return if ( item is 0 ) then " f_armor_ #{ item } _ #{ armorSet } " else " f_armor_ #{ item } "
else
return " m_armor_ #{ item } "
when ' head '
if item > 5
return ' head_6 ' if backerTier >= 45
item = 5
if gender is ' f '
return if ( item > 1 ) then " f_head_ #{ item } _ #{ armorSet } " else " f_head_ #{ item } "
else
return " m_head_ #{ item } "
when ' shield '
if item > 5
return ' shield_6 ' if backerTier >= 45
item = 5
return " #{ preferences . gender } _shield_ #{ item } "
when ' weapon '
if item > 6
return ' weapon_7 ' if backerTier >= 70
item = 6
return " #{ preferences . gender } _weapon_ #{ item } "
# ##
Gold amount from their money
# ##
gold: (num) ->
if num
return ( num ) . toFixed ( 1 ) . split ( ' . ' ) [ 0 ]
else
return " 0 "
# ##
Silver amount from their money
# ##
silver: (num) ->
if num
( num ) . toFixed ( 2 ) . split ( ' . ' ) [ 1 ]
else
return " 00 "
# ##
Task classes given everything about the class
# ##
taskClasses: (task, filters, dayStart, lastCron, showCompleted=false) ->
return unless task
{ type , completed , value , repeat } = task
# completed / remaining toggle
return ' hidden ' if ( type is ' todo ' ) and ( completed != showCompleted )
for filter , enabled of filters
if enabled and not task . tags ? [ filter ]
# All the other classes don't matter
return ' hidden '
classes = type
# show as completed if completed (naturally) or not required for today
if type in [ ' todo ' , ' daily ' ]
if completed or ( type is ' daily ' and ! shouldDo ( + new Date , task . repeat , dayStart ) )
classes += " completed "
else
classes += " uncompleted "
else if type is ' habit '
classes += ' habit-wide ' if task . down and task . up
if value < - 20
classes += ' color-worst '
else if value < - 10
classes += ' color-worse '
else if value < - 1
classes += ' color-bad '
else if value < 1
classes += ' color-neutral '
else if value < 5
classes += ' color-good '
else if value < 10
classes += ' color-better '
else
classes += ' color-best '
return classes
# ##
Does the user own this pet ?
# ##
ownsPet: (pet, userPets) -> _ . isArray ( userPets ) and userPets . indexOf ( pet ) != - 1
# ##
Friendly timestamp
# ##
friendlyTimestamp: (timestamp) -> moment ( timestamp ) . format ( ' MM/DD h:mm:ss a ' )
# ##
Does user have new chat messages ?
# ##
newChatMessages: (messages, lastMessageSeen) ->
return false unless messages ? . length > 0
messages ? [ 0 ] and ( messages [ 0 ] . id != lastMessageSeen )
# ##
Relative Date
# ##
relativeDate: require ( ' relative-date ' )
# ##
are any tags active ?
# ##
noTags: (tags) -> _ . isEmpty ( tags ) or _ . isEmpty ( _ . filter ( tags , (t) -> t ) )
# ##
Are there tags applied ?
# ##
appliedTags: (userTags, taskTags) ->
arr = [ ]
_ . each userTags , (t) ->
return unless t ?
arr . push ( t . name ) if taskTags ? [ t . id ]
arr . join ( ' , ' )
# ##
User stats
# ##
userStr: (level) -> str = ( level - 1 ) / 2
totalStr: (level, weapon=0) ->
str = ( level - 1 ) / 2
totalStr = ( str + items . weapon [ weapon ] . strength )
userDef: (level) -> def = ( level - 1 ) / 2
totalDef: (level, armor=0, helm=0, shield=0) ->
def = ( level - 1 ) / 2
totalDef = ( def + items . armor [ armor ] . defense + items . head [ helm ] . defense + items . shield [ shield ] . defense )
itemText: (type, item=0) -> items [ type ] [ parseInt ( item ) ] . text
itemStat: (type, item=0) -> if type is ' weapon ' then items [ type ] [ parseInt ( item ) ] . strength else items [ type ] [ parseInt ( item ) ] . defense