habitica/script/index.coffee

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moment = require('moment')
_ = require('lodash')
content = require('./content.coffee')
XP = 15
HP = 2
api = module.exports = {}
###
------------------------------------------------------
Time / Day
------------------------------------------------------
###
###
Each time we're performing date math (cron, task-due-days, etc), we need to take user preferences into consideration.
Specifically {dayStart} (custom day start) and {timezoneOffset}. This function sanitizes / defaults those values.
{now} is also passed in for various purposes, one example being the test scripts scripts testing different "now" times
###
sanitizeOptions = (o) ->
dayStart = if (!_.isNaN(+o.dayStart) and 0 <= +o.dayStart <= 24) then +o.dayStart else 0
timezoneOffset = if o.timezoneOffset then +(o.timezoneOffset) else +moment().zone()
now = if o.now then moment(o.now).zone(timezoneOffset) else moment(+new Date).zone(timezoneOffset)
# return a new object, we don't want to add "now" to user object
{dayStart, timezoneOffset, now}
api.startOfWeek = api.startOfWeek = (options={}) ->
o = sanitizeOptions(options)
moment(o.now).startOf('week')
api.startOfDay = (options={}) ->
o = sanitizeOptions(options)
moment(o.now).startOf('day').add('h', o.dayStart)
dayMapping = {0:'su',1:'m',2:'t',3:'w',4:'th',5:'f',6:'s'}
###
Absolute diff from "yesterday" till now
###
api.daysSince = (yesterday, options = {}) ->
o = sanitizeOptions options
Math.abs api.startOfDay(_.defaults {now:yesterday}, o).diff(o.now, 'days')
###
Should the user do this taks on this date, given the task's repeat options and user.preferences.dayStart?
###
api.shouldDo = (day, repeat, options={}) ->
return false unless repeat
o = sanitizeOptions options
selected = repeat[dayMapping[api.startOfDay(_.defaults {now:day}, o).day()]]
return selected unless moment(day).zone(o.timezoneOffset).isSame(o.now,'d')
if options.dayStart <= o.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(o.now).subtract(1,'d').day() # have to wrap o.now so as not to modify original
return repeat[dayMapping[yesterday]] # FIXME is this correct?? Do I need to do any timezone calcaulation here?
###
------------------------------------------------------
Drop System
------------------------------------------------------
###
###
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
randomDrop = (user, modifiers) ->
{delta, priority, streak} = modifiers
streak ?= 0
# limit drops to 2 / day
user.items.lastDrop ?=
date: +moment().subtract('d', 1) # trick - set it to yesterday on first run, that way they can get drops today
count: 0
reachedDropLimit = (api.daysSince(user.items.lastDrop.date, user.preferences) is 0) and (user.items.lastDrop.count >= 5)
return if reachedDropLimit
# % chance of getting a pet or meat
chanceMultiplier = Math.abs(delta)
chanceMultiplier *= api.priorityValue(priority) # multiply chance by reddness
chanceMultiplier += streak # streak bonus
# Temporary solution to lower the maximum drop chance to 75 percent. More thorough
# overhaul of drop changes is needed. See HabitRPG/habitrpg#1922 for details.
# Old drop chance:
# if user.flags?.dropsEnabled and Math.random() < (.05 * chanceMultiplier)
max = 0.75 # Max probability of drop
a = 0.1 # rate of increase
alpha = a*max*chanceMultiplier/(a*chanceMultiplier+max) # current probability of drop
if user.flags?.dropsEnabled and Math.random() < alpha
# current breakdown - 1% (adjustable) chance on drop
# If they got a drop: 50% chance of egg, 50% Hatching Potion. If hatchingPotion, broken down further even further
rarity = Math.random()
# Food: 40% chance
if rarity > .6
drop = randomVal _.omit(content.food, 'Saddle')
user.items.food[drop.name] ?= 0
user.items.food[drop.name]+= 1
drop.type = 'Food'
drop.dialog = "You've found a #{drop.text} Food! #{drop.notes}"
# Eggs: 30% chance
else if rarity > .3
drop = randomVal content.eggs
user.items.eggs[drop.name] ?= 0
user.items.eggs[drop.name]++
drop.type = 'Egg'
drop.dialog = "You've found a #{drop.text} Egg! #{drop.notes}"
# Hatching Potion, 30% chance - break down by rarity.
else
acceptableDrops =
# Very Rare: 10% (of 30%)
if rarity < .03 then ['Golden']
# Rare: 20% (of 30%)
else if rarity < .09 then ['Zombie', 'CottonCandyPink', 'CottonCandyBlue']
# Uncommon: 30% (of 30%)
else if rarity < .18 then ['Red', 'Shade', 'Skeleton']
# Common: 40% (of 30%)
else ['Base', 'White', 'Desert']
# No Rarity (@see https://github.com/HabitRPG/habitrpg/issues/1048, we may want to remove rareness when we add mounts)
#drop = helpers.randomVal hatchingPotions
drop = randomVal _.pick(content.hatchingPotions, ((v,k) -> k in acceptableDrops))
user.items.hatchingPotions[drop.name] ?= 0
user.items.hatchingPotions[drop.name]++
drop.type = 'HatchingPotion'
drop.dialog = "You've found a #{drop.text} Hatching Potion! #{drop.notes}"
# if they've dropped something, we want the consuming client to know so they can notify the user. See how the Derby
# app handles it for example. Would this be better handled as an emit() ?
user._tmp.drop = drop
user.items.lastDrop.date = +new Date
user.items.lastDrop.count++
###
------------------------------------------------------
Scoring
------------------------------------------------------
###
api.priorityValue = (priority = '!') ->
switch priority
when '!' then 1
when '!!' then 1.5
when '!!!' then 2
else 1
api.tnl = (level) ->
if level >= 100
value = 0
else
value = Math.round(((Math.pow(level, 2) * 0.25) + (10 * level) + 139.75) / 10) * 10
# round to nearest 10
return value
###
Calculates Exp modificaiton based on level and weapon strength
{value} task.value for exp gain
{weaponStrength) weapon strength
{level} current user level
{priority} user-defined priority multiplier
###
api.expModifier = (value, weaponStr, level, priority = '!') ->
str = (level - 1) / 2
# ultimately get this from user
totalStr = (str + weaponStr) / 100
strMod = 1 + totalStr
exp = value * XP * strMod * api.priorityValue(priority)
return Math.round(exp)
###
Calculates HP modification based on level and armor defence
{value} task.value for hp loss
{armorDefense} defense from armor
{helmDefense} defense from helm
{level} current user level
{priority} user-defined priority multiplier
###
api.hpModifier = (value, armorDef, helmDef, shieldDef, level, priority = '!') ->
def = (level - 1) / 2
# ultimately get this from user?
totalDef = (def + armorDef + helmDef + shieldDef) / 100
#ultimate get this from user
defMod = 1 - totalDef
hp = value * HP * defMod * api.priorityValue(priority)
return Math.round(hp * 10) / 10
# round to 1dp
###
Future use
{priority} user-defined priority multiplier
###
api.gpModifier = (value, modifier, priority = '!', streak, user) ->
val = value * modifier * api.priorityValue(priority)
if streak and user
streakBonus = streak / 100 + 1 # eg, 1-day streak is 1.1, 2-day is 1.2, etc
afterStreak = val * streakBonus
user._tmp.streakBonus = afterStreak - val if (val > 0) # keep this on-hand for later, so we can notify streak-bonus
return afterStreak
else
return val
###
Calculates the next task.value based on direction
Uses a capped inverse log y=.95^x, y>= -5
{currentValue} the current value of the task
{direction} up or down
###
api.taskDeltaFormula = (currentValue, direction) ->
if currentValue < -47.27 then currentValue = -47.27
else if currentValue > 21.27 then currentValue = 21.27
delta = Math.pow(0.9747, currentValue)
return delta if direction is 'up'
return -delta
###
Updates user stats with new stats. Handles death, leveling up, etc
{stats} new stats
{update} if aggregated changes, pass in userObj as update. otherwise commits will be made immediately
###
updateStats = (user, newStats) ->
# if user is dead, dont do anything
return if user.stats.hp <= 0
if newStats.hp?
# Game Over
if newStats.hp <= 0
user.stats.hp = 0
return
else
user.stats.hp = newStats.hp
if newStats.exp?
tnl = api.tnl(user.stats.lvl)
#silent = false
# if we're at level 100, turn xp to gold
if user.stats.lvl >= 100
newStats.gp += newStats.exp / 15
newStats.exp = 0
user.stats.lvl = 100
else
# level up & carry-over exp
if newStats.exp >= tnl
#silent = true # push through the negative xp silently
user.stats.exp = newStats.exp # push normal + notification
while newStats.exp >= tnl and user.stats.lvl < 100 # keep levelling up
newStats.exp -= tnl
user.stats.lvl++
tnl = api.tnl(user.stats.lvl)
if user.stats.lvl == 100
newStats.exp = 0
user.stats.hp = 50
user.stats.exp = newStats.exp
# Set flags when they unlock features
user.flags ?= {}
if !user.flags.customizationsNotification and (user.stats.exp > 10 or user.stats.lvl > 1)
user.flags.customizationsNotification = true
if !user.flags.itemsEnabled and user.stats.lvl >= 2
user.flags.itemsEnabled = true
if !user.flags.partyEnabled and user.stats.lvl >= 3
user.flags.partyEnabled = true
if !user.flags.dropsEnabled and user.stats.lvl >= 4
user.flags.dropsEnabled = true
user.items.eggs["Wolf"] = 1
if !user.flags.classSelected and user.stats.lvl >= 5
user.flags.classSelected
if newStats.gp?
#FIXME what was I doing here? I can't remember, gp isn't defined
gp = 0.0 if (!gp? or gp < 0)
user.stats.gp = newStats.gp
###
------------------------------------------------------
Cron
------------------------------------------------------
###
###
At end of day, add value to all incomplete Daily & Todo tasks (further incentive)
For incomplete Dailys, deduct experience
Make sure to run this function once in a while as server will not take care of overnight calculations.
And you have to run it every time client connects.
{user}
###
api.cron = (user, options={}) ->
[now] = [+options.now || +new Date]
# They went to a different timezone
# FIXME:
# (1) This exit-early code isn't taking timezone into consideration!!
# (2) Won't switching timezones be handled automatically client-side anyway? (aka, can we just remove this code?)
# (3) And if not, is this the correct way to handle switching timezones
# if moment(user.lastCron).isAfter(now)
# user.lastCron = now
# return
daysMissed = api.daysSince user.lastCron, _.defaults({now}, user.preferences)
return unless daysMissed > 0
user.lastCron = now
# Reset the lastDrop count to zero
if user.items.lastDrop.count > 0
user.items.lastDrop.count = 0
# User is resting at the inn. Used to be we un-checked each daily without performing calculation (see commits before fb29e35)
# but to prevent abusing the inn (http://goo.gl/GDb9x) we now do *not* calculate dailies, and simply set lastCron to today
return if user.flags.rest is true
# Tally each task
todoTally = 0
user.todos.concat(user.dailys).forEach (task) ->
return unless task
return if user.stats.buffs.stealth && user.stats.buffs.stealth-- # User "evades" a certain number of tasks
{id, type, completed, repeat} = task
# Deduct experience for missed Daily tasks, but not for Todos (just increase todo's value)
unless completed
scheduleMisses = daysMissed
# for dailys which have repeat dates, need to calculate how many they've missed according to their own schedule
if (type is 'daily') and repeat
scheduleMisses = 0
_.times daysMissed, (n) ->
thatDay = moment(now).subtract('days', n + 1)
scheduleMisses++ if api.shouldDo(thatDay, repeat, user.preferences)
api.score(user, task, 'down', {times:scheduleMisses, cron:true}) if scheduleMisses > 0
switch type
when 'daily'
(task.history ?= []).push({ date: +new Date, value: task.value })
task.completed = false
when 'todo'
#get updated value
absVal = if (completed) then Math.abs(task.value) else task.value
todoTally += absVal
user.habits.forEach (task) -> # slowly reset 'onlies' value to 0
if task.up is false or task.down is false
if Math.abs(task.value) < 0.1
task.value = 0
else
task.value = task.value / 2
# Finished tallying
((user.history ?= {}).todos ?= []).push { date: now, value: todoTally }
# tally experience
expTally = user.stats.exp
lvl = 0 #iterator
while lvl < (user.stats.lvl - 1)
lvl++
expTally += api.tnl(lvl)
(user.history.exp ?= []).push { date: now, value: expTally }
api.preenUserHistory(user)
user
###
Preen history for users with > 7 history entries
This takes an infinite array of single day entries [day day day day day...], and turns it into a condensed array
of averages, condensing more the further back in time we go. Eg, 7 entries each for last 7 days; 1 entry each week
of this month; 1 entry for each month of this year; 1 entry per previous year: [day*7 week*4 month*12 year*infinite]
###
preenHistory = (history) ->
history = _.filter(history, (h) -> !!h) # discard nulls (corrupted somehow)
newHistory = []
preen = (amount, groupBy) ->
groups = _.chain(history)
.groupBy((h) -> moment(h.date).format groupBy) # get date groupings to average against
.sortBy((h, k) -> k) # sort by date
.value() # turn into an array
groups = groups.slice(-amount)
groups.pop() # get rid of "this week", "this month", etc (except for case of days)
_.each groups, (group) ->
newHistory.push
date: moment(group[0].date).toDate()
#date: moment(group[0].date).format('MM/DD/YYYY') # Use this one when testing
value: _.reduce(group, ((m, obj) -> m + api.value), 0) / group.length # average
true
# Keep the last:
preen 50, "YYYY" # 50 years (habit will toootally be around that long!)
preen moment().format('MM'), "YYYYMM" # last MM months (eg, if today is 05, keep the last 5 months)
# Then keep all days of this month. Note, the extra logic is to account for Habits, which can be counted multiple times per day
# FIXME I'd rather keep 1-entry/week of this month, then last 'd' days in this week. However, I'm having issues where the 1st starts mid week
thisMonth = moment().format('YYYYMM')
newHistory = newHistory.concat _.filter(history, (h)-> moment(h.date).format('YYYYMM') is thisMonth)
#preen Math.ceil(moment().format('D')/7), "YYYYww" # last __ weeks (# weeks so far this month)
#newHistory = newHistory.concat(history.slice -moment().format('D')) # each day of this week
newHistory
# Registered users with some history
api.preenUserHistory = (user, minHistLen = 7) ->
_.each user.habits.concat(user.dailys), (task) ->
task.history = preenHistory(task.history) if task.history?.length > minHistLen
true
_.defaults user.history, {todos:[], exp: []}
user.history.exp = preenHistory(user.history.exp) if user.history.exp.length > minHistLen
user.history.todos = preenHistory(user.history.todos) if user.history.todos.length > minHistLen
#user.markModified('history')
#user.markModified('habits')
#user.markModified('dailys')
###
------------------------------------------------------
Content
------------------------------------------------------
###
api.content = content
###
------------------------------------------------------
Misc Helpers
------------------------------------------------------
###
api.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
###
Even though Mongoose handles task defaults, we want to make sure defaults are set on the client-side before
sending up to the server for performance
###
api.taskDefaults = (task) ->
defaults =
id: api.uuid()
type: 'habit'
text: ''
notes: ''
priority: '!'
challenge: {}
_.defaults task, defaults
_.defaults(task, {up:true,down:true}) if task.type is 'habit'
_.defaults(task, {history: []}) if task.type in ['habit', 'daily']
_.defaults(task, {completed:false}) if task.type in ['daily', 'todo']
_.defaults(task, {streak:0, repeat: {su:1,m:1,t:1,w:1,th:1,f:1,s:1}}) if task.type is 'daily'
task._id = task.id # may need this for TaskSchema if we go back to using it, see http://goo.gl/a5irq4
task.value ?= if task.type is 'reward' then 10 else 0
task
api.percent = (x,y) ->
x=1 if x==0
Math.round(x/y*100)
###
Remove whitespace #FIXME are we using this anywwhere? Should we be?
###
api.removeWhitespace = (str) ->
return '' unless str
str.replace /\s/g, ''
###
Encode the download link for .ics iCal file
###
api.encodeiCalLink = (uid, apiToken) ->
loc = window?.location.host or process?.env?.BASE_URL or ''
encodeURIComponent "http://#{loc}/v1/users/#{uid}/calendar.ics?apiToken=#{apiToken}"
###
Gold amount from their money
###
api.gold = (num) ->
if num
return Math.floor num
else
return "0"
###
Silver amount from their money
###
api.silver = (num) ->
if num
("0" + Math.floor (num - Math.floor(num))*100).slice -2
else
return "00"
###
Task classes given everything about the class
###
api.taskClasses = (task, filters=[], dayStart=0, lastCron=+new Date, showCompleted=false, main=false) ->
return unless task
{type, completed, value, repeat} = task
# completed / remaining toggle
return 'hidden' if (type is 'todo') and (completed != showCompleted)
# Filters
if main # only show when on your own list
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 !api.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
###
Friendly timestamp
###
api.friendlyTimestamp = (timestamp) -> moment(timestamp).format('MM/DD h:mm:ss a')
###
Does user have new chat messages?
###
api.newChatMessages = (messages, lastMessageSeen) ->
return false unless messages?.length > 0
messages?[0] and (messages[0].id != lastMessageSeen)
###
are any tags active?
###
api.noTags = (tags) -> _.isEmpty(tags) or _.isEmpty(_.filter( tags, (t) -> t ) )
###
Are there tags applied?
###
api.appliedTags = (userTags, taskTags) ->
arr = []
_.each userTags, (t) ->
return unless t?
arr.push(t.name) if taskTags?[t.id]
arr.join(', ')
api.countPets = (originalCount, pets) ->
count = if originalCount? then originalCount else _.size(pets)
for pet of content.specialPets
count-- if pets[pet]
count
###
------------------------------------------------------
User (prototype wrapper to give it ops, helper funcs, and virtuals
------------------------------------------------------
###
###
This wraps the user prototype, giving it functions
###
api.wrap = (user) ->
return if user._wrapped
user._wrapped = true
# TODO Document
user.ops =
update: (req, cb) ->
_.each req.body, (v,k) ->
user.fns.dotSet(k,v)
cb? null, req
updateTask: (req, cb) ->
return cb?("Task not found") unless req.params.id and user.tasks[req.params.id]
_.merge user.tasks[req.params.id], req.body
cb? null, req
deleteTask: (req, cb) ->
cb? null, req
addTask: (req, cb) ->
task = api.taskDefaults(req.body)
user["#{task.type}s"].unshift(task)
cb? null, req
task
buy: (req, cb) ->
{key} = req.query
item = if key is 'potion' then content.potion else content.gear.flat[key]
return cb?({code:404, message:"Item '#{key} not found (see https://github.com/HabitRPG/habitrpg-shared/blob/develop/script/content.coffee)"}) unless item
return cb?({code:200, message:'Not enough gold.'}) if user.stats.gp < item.value
if item.key is 'potion'
user.stats.hp += 15
user.stats.hp = 50 if user.stats.hp > 50
else
user.items.gear.equipped[item.type] = item.key
user.items.gear.owned[item.key] = true;
if item.klass in ['warrior','wizard','healer','rogue']
if user.fns.getItem('weapon').last and user.fns.getItem('armor').last and user.fns.getItem('head').last and user.fns.getItem('shield').last
user.achievements.ultimateGear = true
user.stats.gp -= item.value
cb? null, req
sell: (req, cb) ->
{key, type} = req.query
return cb("?type must by in [eggs, hatchingPotions, food]") unless type in ['eggs','hatchingPotions', 'food']
return cb("?key not found for user.items.#{type}") unless user.items[type][key]
user.items[type][key]--
user.stats.gp += content[type][key].value
cb? null, req
equip: (req, cb) ->
[type, key] = [req.query.type || 'equipped', req.query.key]
switch type
when 'mount'
user.items.currentMount = if user.items.currentMount is key then '' else key
when 'pet'
user.items.currentPet = if user.items.currentPet is key then '' else key
when 'costume','equipped'
item = content.gear.flat[key]
if item.type is "shield"
weapon = content.gear.flat[user.items.gear[type].weapon]
return cb?(weapon.text + " is two-handed") if weapon?.twoHanded
user.items.gear[type][item.type] = item.key
user.items.gear[type].shield = "shield_base_0" if item.twoHanded
cb? null, req
revive: (req, cb) ->
# Reset stats
_.merge user.stats, {hp:50, exp:0, gp:0}
user.stats.lvl-- if user.stats.lvl > 1
# Lose a stat point
lostStat = randomVal _.reduce ['str','con','per','int'], ((m,k)->(m[k]=k if user.stats[v];m)), {}
user.stats[lostStat]-- if lostStat
# Lose a gear piece
# Can't use randomVal since we need k, not v
count = 0
for k,v of user.items.gear.owned
lostItem = k if Math.random() < (1 / ++count)
if item = content.gear.flat[lostItem]
delete user.items.gear.owned[lostItem]
user.items.gear.equipped[item.type] = "#{item.type}_base_0"
user.items.gear.costume[item.type] = "#{item.type}_base_0"
user.markModified? 'items.gear'
cb? null, req
hatch: (req, cb) ->
{egg, hatchingPotion} = req.query
return cb("Please specify query.egg & query.hatchingPotion") unless egg and hatchingPotion
return cb("You're missing either that egg or that potion") unless user.items.eggs[egg] > 0 and user.items.hatchingPotions[hatchingPotion] > 0
pet = "#{egg}-#{hatchingPotion}"
return cb("You already have that pet. Try hatching a different combination!") if user.items.pets[pet]
user.items.pets[pet] = 5
user.items.eggs[egg]--
user.items.hatchingPotions[hatchingPotion]--
cb? null, req
unlock: (req, cb) ->
{path} = req.query
fullSet = ~path.indexOf(",")
cost = if fullSet then 1.25 else 0.5 # 5G per set, 2G per individual
return cb?({code:401, err: "Not enough gems"}) if user.balance < cost
if fullSet
_.each path.split(","), (p) ->
user.fns.dotSet "purchased." + p, true
else
if user.fns.dotGet("purchased." + path) is true
user.preferences[path.split(".")[0]] = path.split(".")[1]
return cb? null, req
user.fns.dotSet "purchased." + path, true
user.balance -= cost
if user.markModified
user._v++
user.markModified? "purchased"
cb? null, req
changeClass: (req, cb) ->
klass = req.query?.class
if klass in ['warrior','rogue','wizard','healer']
user.stats.class = klass
user.flags.classSelected = true
# Clear their gear and equip their new class's gear (can still equip old gear from inventory)
# If they've rolled this class before, restore their progress
_.each ["weapon", "armor", "shield", "head"], (type) ->
foundKey = false
_.findLast user.items.gear.owned, (v, k) ->
return foundKey = k if ~k.indexOf(type + "_" + klass)
# restore progress from when they last rolled this class
# weapon_0 is significant, don't reset to base_0
# rogues start with an off-hand weapon
user.items.gear.equipped[type] =
if foundKey then foundKey
else if type is "weapon" then "weapon_#{klass}_0"
else if type is "shield" and klass is "rogue" then "shield_rogue_0"
else "#{type}_base_0" # naked for the rest!
# Grant them their new class's gear
user.items.gear.owned["#{type}_#{klass}_0"] = true if type is "weapon" or (type is "shield" and klass is "rogue")
else
# Null ?class value means "reset class"
_.merge user.stats, {str: 0, def: 0, per: 0, int: 0}
user.flags.classSelected = false
#'stats.points': this is handled on the server
cb? null, req
allocate: (req, cb) ->
stat = req.query.stat or 'str'
if user.stats.points > 0
user.stats[stat]++
user.stats.points--
cb? null, req
score: (req, cb) ->
{id, direction} = req.params # up or down
task = user.tasks[id]
# This is for setting one-time temporary flags, such as streakBonus or itemDropped. Useful for notifying
# the API consumer, then cleared afterwards
user._tmp = {}
[gp, hp, exp, lvl] = [+user.stats.gp, +user.stats.hp, +user.stats.exp, ~~user.stats.lvl]
[type, value, streak, priority] = [task.type, +task.value, ~~task.streak, task.priority or '!']
[times, cron] = [req.query?.times or 1, req.query?.cron or false]
# If they're trying to purhcase a too-expensive reward, don't allow them to do that.
if task.value > user.stats.gp and task.type is 'reward'
return cb('Not enough Gold');
delta = 0
calculateDelta = (adjustvalue = true) ->
# If multiple days have passed, multiply times days missed
_.times times, ->
# Each iteration calculate the delta (nextDelta), which is then accumulated in delta
# (aka, the total delta). This weirdness won't be necessary when calculating mathematically
# rather than iteratively
nextDelta = api.taskDeltaFormula(value, direction)
value += nextDelta if adjustvalue
delta += nextDelta
addPoints = ->
weaponStr = user.fns.getItem('weapon').str
exp += api.expModifier(delta, weaponStr, user.stats.lvl, priority) / 2 # /2 hack for now, people leveling too fast
if streak
gp += api.gpModifier(delta, 1, priority, streak, user)
else
gp += api.gpModifier(delta, 1, priority)
subtractPoints = ->
armorDef = user.fns.getItem('armor').con
headDef = user.fns.getItem('head').con
shieldDef = user.fns.getItem('shield').con
hp += api.hpModifier(delta, armorDef, headDef, shieldDef, user.stats.lvl, priority)
switch type
when 'habit'
calculateDelta()
# Add habit value to habit-history (if different)
if (delta > 0) then addPoints() else subtractPoints()
if task.value != value
(task.history ?= []).push { date: +new Date, value: value }
when 'daily'
if cron
calculateDelta()
subtractPoints()
task.streak = 0
else
calculateDelta()
addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes
if direction is 'up'
streak = if streak then streak + 1 else 1
# Give a streak achievement when the streak is a multiple of 21
if (streak % 21) is 0
user.achievements.streak = if user.achievements.streak then user.achievements.streak + 1 else 1
else
# Remove a streak achievement if streak was a multiple of 21 and the daily was undone
if (streak % 21) is 0
user.achievements.streak = if user.achievements.streak then user.achievements.streak - 1 else 0
streak = if streak then streak - 1 else 0
task.streak = streak
when 'todo'
if cron
calculateDelta()
#don't touch stats on cron
else
calculateDelta()
addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes
when 'reward'
# Don't adjust values for rewards
calculateDelta(false)
# purchase item
gp -= Math.abs(task.value)
num = parseFloat(task.value).toFixed(2)
# if too expensive, reduce health & zero gp
if gp < 0
hp += gp
# hp - gp difference
gp = 0
task.value = value
updateStats user, { hp, exp, gp }
# Drop system (don't run on the client, as it would only be discarded since ops are sent to the API, not the results)
if typeof window is 'undefined'
randomDrop(user, {delta, priority, streak}) if direction is 'up'
cb? null, req
return delta
user.fns =
getItem: (type) ->
item = content.gear.flat[user.items.gear.equipped[type]]
return content.gear.flat["#{type}_base_0"] unless item
item
updateStore: ->
changes = []
_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
found = _.find content.gear.tree[type][user.stats.class], (item) ->
!user.items.gear.owned[item.key]
changes.push(found) if found
# Add special items (contrib gear, backer gear, etc)
_.defaults changes, _.transform _.where(content.gear.flat, {klass:'special'}), (m,v) ->
m.push v if v.canOwn?(user) && !user.items.gear.owned[v.key]
changes.push content.potion
# Return sorted store (array)
_.sortBy changes, (item) ->
switch item.type
when 'weapon' then 1
when 'armor' then 2
when 'head' then 3
when 'shield' then 4
when 'potion' then 5
else 6
###
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.
###
dotSet: (path, val) ->
arr = path.split('.')
_.reduce arr, (curr, next, index) =>
if (arr.length - 1) == index
curr[next] = val
(curr[next] ?= {})
, user
dotGet: (path) ->
_.reduce path.split('.'), ((curr, next) => curr?[next]), user
# Aggregate all intrinsic stats, buffs, weapon, & armor into computed stats
Object.defineProperty user, '_statsComputed',
get: ->
_.reduce(['per','con','str','int'], (m,stat) =>
m[stat] = _.reduce('stats stats.buffs items.gear.equipped.weapon items.gear.equipped.armor items.gear.equipped.head items.gear.equipped.shield'.split(' '), (m2,path) =>
val = user.dotGet(path)
m2 +
if ~path.indexOf('items.gear')
# get the gear stat, and multiply it by 1.5 if it's class-gear
(+content.gear.flat[val]?[stat] or 0) * (if ~val?.indexOf(user.stats.class) then 1.5 else 1)
else
+val[stat] or 0
, 0); m
, {})
Object.defineProperty user, 'tasks',
get: ->
tasks = user.habits.concat(user.dailys).concat(user.todos).concat(user.rewards)
_.object(_.pluck(tasks, "id"), tasks)