habitica/src/app/items.coffee

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_ = require 'underscore'
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items = module.exports.items =
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weapon: [
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{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}
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]
armor: [
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{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}
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]
head: [
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{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}
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]
shield: [
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{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}
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]
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potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'}
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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 }
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pets: [
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{text: 'Wolf', name: 'Wolf', value: 2}
{text: 'Tiger Cub', name: 'TigerCub', value: 2}
#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3} #commented out because there are no polarbear modifiers yet, special drop?
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{text: 'Panda Cub', name: 'PandaCub', value: 2}
{text: 'Lion Cub', name: 'LionCub', value: 2}
{text: 'Fox', name: 'Fox', value: 2}
{text: 'Flying Pig', name: 'FlyingPig', value: 2}
{text: 'Dragon', name: 'Dragon', value: 2}
{text: 'Cactus', name: 'Cactus', value: 2}
{text: 'Bear Cub', name: 'BearCub', value: 2}
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]
food: [
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{text: 'Common', 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}
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{text: 'Red', name: 'Red', notes: 'Turns your animal into a Red pet.', value: 3}
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{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}
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]
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# add "type" to each item, so we can reference that as "weapon" or "armor" in the html
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_.each ['weapon', 'armor', 'head', 'shield'], (key) ->
_.each items[key], (item) -> item.type = key
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_.each items.pets, (pet) -> pet.notes = 'Find some Hatching Powder to sprinkle on this egg, and one day it will hatch into a loyal pet.'
_.each items.food, (food) -> food.notes = "Sprinkle this on an egg, and it will hatch as a #{food.text} pet."
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###
view exports
###
module.exports.view = (view) ->
view.fn 'equipped', (user, type) ->
{gender, armorSet} = user?.preferences || {'m', 'v1'}
if type=='armor'
armor = user?.items?.armor || 0
if gender == 'f'
return if (parseInt(armor) == 0) then "f_armor_#{armor}_#{armorSet}" else "f_armor_#{armor}"
else
return "m_armor_#{armor}"
else if type=='head'
head = user?.items?.head || 0
if gender == 'f'
return if (parseInt(head) > 1) then "f_head_#{head}_#{armorSet}" else "f_head_#{head}"
else
return "m_head_#{head}"
view.fn "gold", (num) ->
if num
return (num).toFixed(1).split('.')[0]
else
return "0"
view.fn "silver", (num) ->
if num
(num).toFixed(2).split('.')[1]
else
return "00"
view.fn "copper", (num) ->
if num
c = (num).toFixed(4).split('.')[1]
c.toString().substr(2,2)
else
return "00"
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###
server exports
###
module.exports.server = (model) ->
updateStore(model)
###
app exports
###
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'
[type, value, index] = [ $(el).attr('data-type'), $(el).attr('data-value'), $(el).attr('data-index') ]
return if gp < value
user.set 'stats.gp', gp - value
if type == 'weapon'
user.set 'items.weapon', index
updateStore model
else if type == 'armor'
user.set 'items.armor', index
updateStore model
else if type == 'head'
user.set 'items.head', index
updateStore model
else if type == 'shield'
user.set 'items.shield', index
updateStore model
else if type == 'potion'
hp = user.get 'stats.hp'
hp += 15
hp = 50 if hp > 50
user.set 'stats.hp', hp
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appExports.activateRewardsTab = ->
model.set '_view.activeTabRewards', true
model.set '_view.activeTabPets', false
appExports.activatePetsTab = ->
model.set '_view.activeTabPets', true
model.set '_view.activeTabRewards', false
model.on 'set', '_user.flags.itemsEnabled', (captures, args) ->
return unless captures is true
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html = """
<div class='item-store-popover'>
<img src='/vendor/BrowserQuest/client/img/1/chest.png' />
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Congratulations, you have unlocked the Item Store! You can now buy weapons, armor, potions, etc. Read each item's comment for more information.
<a href='#' onClick="$('div.rewards').popover('hide');return false;">[Close]</a>
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</div>
"""
$('div.rewards').popover({
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title: "Item Store Unlocked"
placement: 'left'
trigger: 'manual'
html: true
content: html
}).popover 'show'
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user.on 'set', 'flags.petsEnabled', (captures, args) ->
return unless captures == true
html = """
<img src='/img/sprites/wolf_border.png' style='width:30px;height:30px;float:left;padding-right:5px' />
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You have unlocked Pets! You can now buy pets with tokens (note, you replenish tokens with real-life money - so chose your pets wisely!)
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<a href='#' onClick="$('#rewardsTabs').popover('hide');return false;">[Close]</a>
"""
$('#rewardsTabs').popover
title: "Pets Unlocked"
placement: 'left'
trigger: 'manual'
html: true
content: html
$('#rewardsTabs').popover 'show'
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###
update store
###
module.exports.updateStore = updateStore = (model) ->
obj = model.get('_user')
_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
i = parseInt(obj?.items?[type] || 0) + 1
nextItem = if (i == _.size items[type]) then {hide:true} else items[type][i]
model.set "_view.items.#{type}", nextItem
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model.set '_view.items.potion', items.potion
model.set '_view.items.reroll', items.reroll
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model.set '_view.items.pets', items.pets
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model.set '_view.items.food', items.food
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