habitica/website/common/script/libs/shops.js

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import values from 'lodash/values';
import map from 'lodash/map';
import keys from 'lodash/keys';
import each from 'lodash/each';
import eachRight from 'lodash/eachRight';
import toArray from 'lodash/toArray';
import pickBy from 'lodash/pickBy';
import sortBy from 'lodash/sortBy';
import content from '../content/index';
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import i18n from '../i18n';
let shops = {};
function lockQuest (quest, user) {
if (quest.lvl && user.stats.lvl < quest.lvl) return true;
if (quest.unlockCondition && (quest.key === 'moon1' || quest.key === 'moon2' || quest.key === 'moon3')) {
Login Incentives (#8230) * feat(incentives): login bennies WIP * feat(content): incentive prize content WIP * fix(content): placeholders pass tests * WIP(content): Bard instrument placeholder * feat(content): Incentives build * chore(sprites): compile and fix some strings * WIP(incentives): quests and backgrounds * fix(quests): correct buy/launch handling * [WIP] Incentives rewarding (#8226) * Added login incentive rewards * Updated incentive rewards * Added incentive modal and updated notification structure * Added analytics to sleeping * Added login incentives to user analytics * Fixed unit tests and ensured that prizes are incremented and not replaced * Updated style of daily login incentive modal * Added rewards modal * Added translations * Added loigin incentive ui elements to profile * Updated login incentives structure and abstracted to common.content * Added dynamic display for login incentives on profile * Added purple potion image * Updated daily login modal * Fixed progress calculation * Added bard gear * Updated login incentive rewards * Fixed styles and text * Added multiple read for notifications * Fixed lint issues * Fixed styles and added 50 limit * Updated quest keys * Added login incentives reward page * Fixed tests * Fixed linting and tests * Read named notifications route. Add image for backgrounds * Fixed style issues and added tranlsations to login incentive notification * Hided abiltiy to purchase incentive backgrounds and added message to detail how to unlock * Updated awarded message * Fixed text and updated progress counter to display better * Fixed purple potion reward text * Fixed check in backgrouns reward text * fix(quest): pass tests * Added display of multiple rewards * Updated modal styles * Fixed neagtive 50 issue * Remvoed total count from daily login incentives modal * Fixed magic paw display * fix(awards): give bunnies again * WIP(incentives): more progress on BG shop * fix(incentives): actually award backgrounds * fix(incentives): more BG fixy * fix(backgrounds): don't gem-buy checkin bgs * Added dust bunny notification * fix(incentives): don't redisplay bunny award * chore(news): Bailey and different promo sprite
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return user.loginIncentives < quest.unlockCondition.incentiveThreshold;
}
if (user.achievements.quests) return quest.previous && !user.achievements.quests[quest.previous];
return quest.previous;
}
shops.getMarketCategories = function getMarket (user, language) {
let categories = [];
let eggsCategory = {
identifier: 'eggs',
text: i18n.t('eggs', language),
notes: i18n.t('dropsExplanationEggs', language),
};
eggsCategory.items = sortBy(values(content.questEggs)
.filter(egg => egg.canBuy(user))
.concat(values(content.dropEggs))
.map(egg => {
return {
key: egg.key,
text: i18n.t('egg', {eggType: egg.text()}, language),
notes: egg.notes(language),
value: egg.value,
class: `Pet_Egg_${egg.key}`,
locked: false,
currency: 'gems',
purchaseType: 'eggs',
};
}), 'key');
categories.push(eggsCategory);
let hatchingPotionsCategory = {
identifier: 'hatchingPotions',
text: i18n.t('hatchingPotions', language),
notes: i18n.t('dropsExplanation', language),
};
hatchingPotionsCategory.items = sortBy(values(content.hatchingPotions)
.filter(hp => !hp.limited)
.map(hatchingPotion => {
return {
key: hatchingPotion.key,
text: hatchingPotion.text(language),
notes: hatchingPotion.notes(language),
class: `Pet_HatchingPotion_${hatchingPotion.key}`,
value: hatchingPotion.value,
locked: false,
currency: 'gems',
purchaseType: 'hatchingPotions',
};
}), 'key');
categories.push(hatchingPotionsCategory);
let premiumHatchingPotionsCategory = {
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identifier: 'premiumHatchingPotions',
text: i18n.t('magicHatchingPotions', language),
notes: i18n.t('premiumPotionNoDropExplanation', language),
};
premiumHatchingPotionsCategory.items = sortBy(values(content.hatchingPotions)
.filter(hp => hp.limited && hp.canBuy())
.map(premiumHatchingPotion => {
return {
key: premiumHatchingPotion.key,
text: premiumHatchingPotion.text(language),
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notes: `${premiumHatchingPotion.notes(language)} ${premiumHatchingPotion._addlNotes(language)}`,
class: `Pet_HatchingPotion_${premiumHatchingPotion.key}`,
value: premiumHatchingPotion.value,
locked: false,
currency: 'gems',
purchaseType: 'hatchingPotions',
};
}), 'key');
categories.push(premiumHatchingPotionsCategory);
let foodCategory = {
identifier: 'food',
text: i18n.t('food', language),
notes: i18n.t('dropsExplanation', language),
};
foodCategory.items = sortBy(values(content.food)
.filter(food => food.canDrop || food.key === 'Saddle')
.map(foodItem => {
return {
key: foodItem.key,
text: foodItem.text(language),
notes: foodItem.notes(language),
class: `Pet_Food_${foodItem.key}`,
value: foodItem.value,
locked: false,
currency: 'gems',
purchaseType: 'food',
};
}), 'key');
categories.push(foodCategory);
return categories;
};
shops.getQuestShopCategories = function getQuestShopCategories (user, language) {
let categories = [];
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let bundleCategory = {
identifier: 'bundle',
text: i18n.t('questBundles', language),
};
bundleCategory.items = sortBy(values(content.bundles)
.filter(bundle => bundle.type === 'quests' && bundle.canBuy())
.map(bundle => {
return {
key: bundle.key,
text: bundle.text(language),
notes: bundle.notes(language),
value: bundle.value,
currency: 'gems',
class: `quest_bundle_${bundle.key}`,
purchaseType: 'bundles',
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};
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}));
categories.push(bundleCategory);
each(content.userCanOwnQuestCategories, type => {
let category = {
identifier: type,
text: i18n.t(`${type}Quests`, language),
};
category.items = content.questsByLevel
.filter(quest => quest.canBuy(user) && quest.category === type)
.map(quest => {
let locked = lockQuest(quest, user);
return {
key: quest.key,
text: quest.text(language),
notes: quest.notes(language),
value: quest.goldValue ? quest.goldValue : quest.value,
currency: quest.goldValue ? 'gold' : 'gems',
locked,
unlockCondition: quest.unlockCondition,
drop: quest.drop,
boss: quest.boss,
collect: quest.collect,
lvl: quest.lvl,
class: locked ? `inventory_quest_scroll_locked inventory_quest_scroll_${quest.key}_locked` : `inventory_quest_scroll inventory_quest_scroll_${quest.key}`,
purchaseType: 'quests',
};
});
categories.push(category);
});
return categories;
};
shops.getTimeTravelersCategories = function getTimeTravelersCategories (user, language) {
let categories = [];
let stable = {pets: 'Pet-', mounts: 'Mount_Icon_'};
for (let type in stable) {
if (stable.hasOwnProperty(type)) {
let category = {
identifier: type,
text: i18n.t(type, language),
items: [],
};
for (let key in content.timeTravelStable[type]) {
if (content.timeTravelStable[type].hasOwnProperty(key)) {
if (!user.items[type][key]) {
let item = {
key,
text: content.timeTravelStable[type][key](language),
class: stable[type] + key,
type,
purchaseType: type,
value: 1,
notes: '',
locked: false,
currency: 'hourglasses',
};
category.items.push(item);
}
}
}
if (category.items.length > 0) {
categories.push(category);
}
}
}
let sets = content.timeTravelerStore(user);
for (let setKey in sets) {
if (sets.hasOwnProperty(setKey)) {
let set = sets[setKey];
let category = {
identifier: set.key,
text: set.text(language),
purchaseAll: true,
};
category.items = map(set.items, item => {
return {
key: item.key,
text: item.text(language),
notes: item.notes(language),
type: item.type,
purchaseType: 'gear',
value: 1,
locked: false,
currency: 'hourglasses',
class: `shop_${item.key}`,
};
});
if (category.items.length > 0) {
categories.push(category);
}
}
}
return categories;
};
// To switch seasons/available inventory, edit the AVAILABLE_SETS object to whatever should be sold.
// let AVAILABLE_SETS = {
// setKey: i18n.t('setTranslationString', language),
// };
shops.getSeasonalShopCategories = function getSeasonalShopCategories (user, language) {
const AVAILABLE_SETS = {
};
const AVAILABLE_SPELLS = [
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];
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const AVAILABLE_QUESTS = [
];
let categories = [];
let flatGearArray = toArray(content.gear.flat);
let spells = pickBy(content.spells.special, (spell, key) => {
return AVAILABLE_SPELLS.indexOf(key) !== -1;
});
if (keys(spells).length > 0) {
let category = {
identifier: 'spells',
text: i18n.t('seasonalItems', language),
};
category.items = map(spells, (spell, key) => {
return {
key,
text: spell.text(language),
notes: spell.notes(language),
value: spell.value,
type: 'special',
currency: 'gold',
locked: false,
purchaseType: 'spells',
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class: `inventory_special_${key}`,
};
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});
categories.push(category);
}
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let quests = pickBy(content.quests, (quest, key) => {
return AVAILABLE_QUESTS.indexOf(key) !== -1;
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});
if (keys(quests).length > 0) {
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let category = {
identifier: 'quests',
text: i18n.t('quests', language),
};
category.items = map(quests, (quest, key) => {
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return {
key,
text: quest.text(language),
notes: quest.notes(language),
value: quest.value,
type: 'quests',
currency: 'gems',
locked: false,
drop: quest.drop,
boss: quest.boss,
collect: quest.collect,
class: `inventory_quest_scroll_${key}`,
purchaseType: 'quests',
};
});
categories.push(category);
}
for (let key in AVAILABLE_SETS) {
if (AVAILABLE_SETS.hasOwnProperty(key)) {
let category = {
identifier: key,
text: AVAILABLE_SETS[key],
};
category.items = flatGearArray.filter((gear) => {
return user.items.gear.owned[gear.key] === undefined && gear.index === key;
}).map(gear => {
return {
key: gear.key,
text: gear.text(language),
notes: gear.notes(language),
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value: gear.twoHanded ? 2 : 1,
type: gear.type,
specialClass: gear.specialClass,
locked: false,
currency: 'gems',
purchaseType: 'gear',
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class: `shop_${gear.key}`,
};
});
if (category.items.length > 0) {
categories.push(category);
}
}
}
return categories;
};
Login Incentives (#8230) * feat(incentives): login bennies WIP * feat(content): incentive prize content WIP * fix(content): placeholders pass tests * WIP(content): Bard instrument placeholder * feat(content): Incentives build * chore(sprites): compile and fix some strings * WIP(incentives): quests and backgrounds * fix(quests): correct buy/launch handling * [WIP] Incentives rewarding (#8226) * Added login incentive rewards * Updated incentive rewards * Added incentive modal and updated notification structure * Added analytics to sleeping * Added login incentives to user analytics * Fixed unit tests and ensured that prizes are incremented and not replaced * Updated style of daily login incentive modal * Added rewards modal * Added translations * Added loigin incentive ui elements to profile * Updated login incentives structure and abstracted to common.content * Added dynamic display for login incentives on profile * Added purple potion image * Updated daily login modal * Fixed progress calculation * Added bard gear * Updated login incentive rewards * Fixed styles and text * Added multiple read for notifications * Fixed lint issues * Fixed styles and added 50 limit * Updated quest keys * Added login incentives reward page * Fixed tests * Fixed linting and tests * Read named notifications route. Add image for backgrounds * Fixed style issues and added tranlsations to login incentive notification * Hided abiltiy to purchase incentive backgrounds and added message to detail how to unlock * Updated awarded message * Fixed text and updated progress counter to display better * Fixed purple potion reward text * Fixed check in backgrouns reward text * fix(quest): pass tests * Added display of multiple rewards * Updated modal styles * Fixed neagtive 50 issue * Remvoed total count from daily login incentives modal * Fixed magic paw display * fix(awards): give bunnies again * WIP(incentives): more progress on BG shop * fix(incentives): actually award backgrounds * fix(incentives): more BG fixy * fix(backgrounds): don't gem-buy checkin bgs * Added dust bunny notification * fix(incentives): don't redisplay bunny award * chore(news): Bailey and different promo sprite
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shops.getBackgroundShopSets = function getBackgroundShopSets (language) {
let sets = [];
eachRight(content.backgrounds, (group, key) => {
Login Incentives (#8230) * feat(incentives): login bennies WIP * feat(content): incentive prize content WIP * fix(content): placeholders pass tests * WIP(content): Bard instrument placeholder * feat(content): Incentives build * chore(sprites): compile and fix some strings * WIP(incentives): quests and backgrounds * fix(quests): correct buy/launch handling * [WIP] Incentives rewarding (#8226) * Added login incentive rewards * Updated incentive rewards * Added incentive modal and updated notification structure * Added analytics to sleeping * Added login incentives to user analytics * Fixed unit tests and ensured that prizes are incremented and not replaced * Updated style of daily login incentive modal * Added rewards modal * Added translations * Added loigin incentive ui elements to profile * Updated login incentives structure and abstracted to common.content * Added dynamic display for login incentives on profile * Added purple potion image * Updated daily login modal * Fixed progress calculation * Added bard gear * Updated login incentive rewards * Fixed styles and text * Added multiple read for notifications * Fixed lint issues * Fixed styles and added 50 limit * Updated quest keys * Added login incentives reward page * Fixed tests * Fixed linting and tests * Read named notifications route. Add image for backgrounds * Fixed style issues and added tranlsations to login incentive notification * Hided abiltiy to purchase incentive backgrounds and added message to detail how to unlock * Updated awarded message * Fixed text and updated progress counter to display better * Fixed purple potion reward text * Fixed check in backgrouns reward text * fix(quest): pass tests * Added display of multiple rewards * Updated modal styles * Fixed neagtive 50 issue * Remvoed total count from daily login incentives modal * Fixed magic paw display * fix(awards): give bunnies again * WIP(incentives): more progress on BG shop * fix(incentives): actually award backgrounds * fix(incentives): more BG fixy * fix(backgrounds): don't gem-buy checkin bgs * Added dust bunny notification * fix(incentives): don't redisplay bunny award * chore(news): Bailey and different promo sprite
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let set = {
identifier: key,
text: i18n.t(key, language),
};
set.items = map(group, (background, bgKey) => {
return {
key: bgKey,
text: background.text(language),
notes: background.notes(language),
value: background.price,
currency: background.currency || 'gems',
purchaseType: 'backgrounds',
};
});
Login Incentives (#8230) * feat(incentives): login bennies WIP * feat(content): incentive prize content WIP * fix(content): placeholders pass tests * WIP(content): Bard instrument placeholder * feat(content): Incentives build * chore(sprites): compile and fix some strings * WIP(incentives): quests and backgrounds * fix(quests): correct buy/launch handling * [WIP] Incentives rewarding (#8226) * Added login incentive rewards * Updated incentive rewards * Added incentive modal and updated notification structure * Added analytics to sleeping * Added login incentives to user analytics * Fixed unit tests and ensured that prizes are incremented and not replaced * Updated style of daily login incentive modal * Added rewards modal * Added translations * Added loigin incentive ui elements to profile * Updated login incentives structure and abstracted to common.content * Added dynamic display for login incentives on profile * Added purple potion image * Updated daily login modal * Fixed progress calculation * Added bard gear * Updated login incentive rewards * Fixed styles and text * Added multiple read for notifications * Fixed lint issues * Fixed styles and added 50 limit * Updated quest keys * Added login incentives reward page * Fixed tests * Fixed linting and tests * Read named notifications route. Add image for backgrounds * Fixed style issues and added tranlsations to login incentive notification * Hided abiltiy to purchase incentive backgrounds and added message to detail how to unlock * Updated awarded message * Fixed text and updated progress counter to display better * Fixed purple potion reward text * Fixed check in backgrouns reward text * fix(quest): pass tests * Added display of multiple rewards * Updated modal styles * Fixed neagtive 50 issue * Remvoed total count from daily login incentives modal * Fixed magic paw display * fix(awards): give bunnies again * WIP(incentives): more progress on BG shop * fix(incentives): actually award backgrounds * fix(incentives): more BG fixy * fix(backgrounds): don't gem-buy checkin bgs * Added dust bunny notification * fix(incentives): don't redisplay bunny award * chore(news): Bailey and different promo sprite
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sets.push(set);
});
return sets;
};
module.exports = shops;