habitrpg-shared: got items working (see 1feb209c24)

This commit is contained in:
Tyler Renelle 2013-05-19 18:01:50 +01:00
parent 6a6a75edda
commit 5d1368e794
5 changed files with 14 additions and 126 deletions

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@ -2,7 +2,7 @@ moment = require 'moment'
_ = require 'underscore'
relative = require 'relative-date'
algos = require './algos'
items = require('./items').items
items = require('habitrpg-shared/script/items').items
sod = (timestamp, dayStart=0) ->
#sanity-check reset-time (is it 24h time?)

View file

@ -1,84 +1,11 @@
items = require 'habitrpg-shared/script/items'
_ = require 'underscore'
items = module.exports.items =
weapon: [
{index: 0, text: "Training Sword", classes: "weapon_0", notes:'Training weapon.', strength: 0, value:0}
{index: 1, text: "Sword", classes:'weapon_1', notes:'Increases experience gain by 3%.', strength: 3, value:20}
{index: 2, text: "Axe", classes:'weapon_2', notes:'Increases experience gain by 6%.', strength: 6, value:30}
{index: 3, text: "Morningstar", classes:'weapon_3', notes:'Increases experience gain by 9%.', strength: 9, value:45}
{index: 4, text: "Blue Sword", classes:'weapon_4', notes:'Increases experience gain by 12%.', strength: 12, value:65}
{index: 5, text: "Red Sword", classes:'weapon_5', notes:'Increases experience gain by 15%.', strength: 15, value:90}
{index: 6, text: "Golden Sword", classes:'weapon_6', notes:'Increases experience gain by 18%.', strength: 18, value:120}
{index: 7, text: "Dark Souls Blade", classes:'weapon_7', notes:'Increases experience gain by 21%.', strength: 21, value:150}
]
armor: [
{index: 0, text: "Cloth Armor", classes: 'armor_0', notes:'Training armor.', defense: 0, value:0}
{index: 1, text: "Leather Armor", classes: 'armor_1', notes:'Decreases HP loss by 4%.', defense: 4, value:30}
{index: 2, text: "Chain Mail", classes: 'armor_2', notes:'Decreases HP loss by 6%.', defense: 6, value:45}
{index: 3, text: "Plate Mail", classes: 'armor_3', notes:'Decreases HP loss by 7%.', defense: 7, value:65}
{index: 4, text: "Red Armor", classes: 'armor_4', notes:'Decreases HP loss by 8%.', defense: 8, value:90}
{index: 5, text: "Golden Armor", classes: 'armor_5', notes:'Decreases HP loss by 10%.', defense: 10, value:120}
{index: 6, text: "Shade Armor", classes: 'armor_6', notes:'Decreases HP loss by 12%.', defense: 12, value:150}
]
head: [
{index: 0, text: "No Helm", classes: 'head_0', notes:'Training helm.', defense: 0, value:0}
{index: 1, text: "Leather Helm", classes: 'head_1', notes:'Decreases HP loss by 2%.', defense: 2, value:15}
{index: 2, text: "Chain Coif", classes: 'head_2', notes:'Decreases HP loss by 3%.', defense: 3, value:25}
{index: 3, text: "Plate Helm", classes: 'head_3', notes:'Decreases HP loss by 4%.', defense: 4, value:45}
{index: 4, text: "Red Helm", classes: 'head_4', notes:'Decreases HP loss by 5%.', defense: 5, value:60}
{index: 5, text: "Golden Helm", classes: 'head_5', notes:'Decreases HP loss by 6%.', defense: 6, value:80}
{index: 6, text: "Shade Helm", classes: 'head_6', notes:'Decreases HP loss by 7%.', defense: 7, value:100}
]
shield: [
{index: 0, text: "No Shield", classes: 'shield_0', notes:'No Shield.', defense: 0, value:0}
{index: 1, text: "Wooden Shield", classes: 'shield_1', notes:'Decreases HP loss by 3%', defense: 3, value:20}
{index: 2, text: "Buckler", classes: 'shield_2', notes:'Decreases HP loss by 4%.', defense: 4, value:35}
{index: 3, text: "Enforced Shield", classes: 'shield_3', notes:'Decreases HP loss by 5%.', defense: 5, value:55}
{index: 4, text: "Red Shield", classes: 'shield_4', notes:'Decreases HP loss by 7%.', defense: 7, value:70}
{index: 5, text: "Golden Shield", classes: 'shield_5', notes:'Decreases HP loss by 8%.', defense: 8, value:90}
{index: 6, text: "Tormented Skull", classes: 'shield_6', notes:'Decreases HP loss by 9%.', defense: 9, value:120}
]
potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'}
reroll: {type: 'reroll', text: "Re-Roll", classes: 'reroll', notes: "Resets your task values back to 0 (yellow). Useful when everything's red and it's hard to stay alive.", value:0 }
pets: [
{text: 'Wolf', name: 'Wolf', value: 3}
{text: 'Tiger Cub', name: 'TigerCub', value: 3}
#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop?
{text: 'Panda Cub', name: 'PandaCub', value: 3}
{text: 'Lion Cub', name: 'LionCub', value: 3}
{text: 'Fox', name: 'Fox', value: 3}
{text: 'Flying Pig', name: 'FlyingPig', value: 3}
{text: 'Dragon', name: 'Dragon', value: 3}
{text: 'Cactus', name: 'Cactus', value: 3}
{text: 'Bear Cub', name: 'BearCub', value: 3}
]
hatchingPotions: [
{text: 'Base', name: 'Base', notes: "Hatches your pet in it's base form.", value: 1}
{text: 'White', name: 'White', notes: 'Turns your animal into a White pet.', value: 2}
{text: 'Desert', name: 'Desert', notes: 'Turns your animal into a Desert pet.', value: 2}
{text: 'Red', name: 'Red', notes: 'Turns your animal into a Red pet.', value: 3}
{text: 'Shade', name: 'Shade', notes: 'Turns your animal into a Shade pet.', value: 3}
{text: 'Skeleton', name: 'Skeleton', notes: 'Turns your animal into a Skeleton.', value: 3}
{text: 'Zombie', name: 'Zombie', notes: 'Turns your animal into a Zombie.', value: 4}
{text: 'Cotton Candy Pink', name: 'CottonCandyPink', notes: 'Turns your animal into a Cotton Candy Pink pet.', value: 4}
{text: 'Cotton Candy Blue', name: 'CottonCandyBlue', notes: 'Turns your animal into a Cotton Candy Blue pet.', value: 4}
{text: 'Golden', name: 'Golden', notes: 'Turns your animal into a Golden pet.', value: 5}
]
# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
_.each ['weapon', 'armor', 'head', 'shield'], (key) ->
_.each items[key], (item) -> item.type = key
_.each items.pets, (pet) -> pet.notes = 'Find a hatching potion to pour on this egg, and one day it will hatch into a loyal pet.'
_.each items.hatchingPotions, (hatchingPotion) -> hatchingPotion.notes = "Pour this on an egg, and it will hatch as a #{hatchingPotion.text} pet."
###
server exports
###
module.exports.server = (model) ->
model.set '_items', items
model.set '_items', items.items
updateStore(model)
###
@ -87,35 +14,11 @@ module.exports.server = (model) ->
module.exports.app = (appExports, model) ->
user = model.at '_user'
appExports.buyItem = (e, el, next) ->
user = model.at '_user'
#TODO: this should be working but it's not. so instead, i'm passing all needed values as data-attrs
# item = model.at(e.target)
gp = user.get 'stats.gp'
appExports.buyItem = (e, el) ->
[type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ]
return if gp < value
# make sure deduction doesn't happen unless purchase was successful, see https://github.com/lefnire/habitrpg/issues/233
deductGP = -> user.set 'stats.gp', gp - value
if type == 'weapon'
user.set 'items.weapon', index, deductGP
updateStore model
else if type == 'armor'
user.set 'items.armor', index, deductGP
updateStore model
else if type == 'head'
user.set 'items.head', index, deductGP
updateStore model
else if type == 'shield'
user.set 'items.shield', index, deductGP
updateStore model
else if type == 'potion'
hp = user.get 'stats.hp'
hp += 15
hp = 50 if hp > 50
user.set 'stats.hp', hp, deductGP
if changes = items.buyItem(user.get(), type, value, index)
_.each changes, (v,k) -> user.set k,v
updateStore(model)
appExports.activateRewardsTab = ->
model.set '_activeTabRewards', true
@ -124,26 +27,11 @@ module.exports.app = (appExports, model) ->
model.set '_activeTabPets', true
model.set '_activeTabRewards', false
###
update store
###
module.exports.updateStore = updateStore = (model) ->
model.setNull '_items.next', {}
user = model.at('_user')
equipped = user.get('items')
_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
i = parseInt(equipped?[type] || 0) + 1
showNext = true
if i is items[type].length - 1
if (type in ['armor', 'shield', 'head'])
showNext = user.get('backer.tier') >= 45 # backer armor
else
showNext = user.get('backer.tier') >= 70 # backer weapon
else if i is items[type].length
showNext = false
model.set "_items.next.#{type}", if showNext then items[type][i] else {hide:true}
nextItems = items.updateStore(model.get('_user'))
_.each nextItems, (v,k) -> model.set("_items.next.#{k}",v)

View file

@ -1,6 +1,6 @@
_ = require 'underscore'
{ randomVal } = require './helpers'
{ pets, hatchingPotions } = require('./items').items
{ pets, hatchingPotions } = require('habitrpg-shared/script/items').items
###
app exports

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@ -3,7 +3,7 @@ _ = require 'underscore'
{ randomVal } = helpers = require './helpers'
browser = require './browser'
character = require './character'
items = require './items'
items = require 'habitrpg-shared/script/items'
{ pets, hatchingPotions } = items.items
algos = require './algos'

View file

@ -1,6 +1,6 @@
_ = require 'underscore'
{ randomVal } = require './helpers'
{ pets, hatchingPotions } = require('./items').items
{ pets, hatchingPotions } = require('habitrpg-shared/script/items').items
###
Listeners to enabled flags, set notifications to the user when they've unlocked features