[https://github.com/HabitRPG/habitrpg/issues/1977] APIv2 WIP - start of a framework where operations are shared between client & server. If the op is called on the client, it updates the user & then POSTs to the server with op of the same name. If called on server, it updates the user and user.save()s

This commit is contained in:
Tyler Renelle 2013-12-11 09:30:07 -07:00
parent 9bee4b9f9e
commit 954cdf7f29
8 changed files with 2350 additions and 2352 deletions

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@ -33,7 +33,7 @@ module.exports = function(grunt) {
browserify: {
dist: {
src: ["script/index.js"],
src: ["index.js"],
dest: "dist/habitrpg-shared.js"
},
options: {

2765
dist/habitrpg-shared.js vendored

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index.js Normal file
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@ -0,0 +1,9 @@
module.exports = require('./script/index.coffee');
var _ = require('lodash');
var moment = require('moment');
if (typeof window !== 'undefined') {
window.habitrpgShared = module.exports;
window._ = _;
window.moment = moment;
}

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@ -1,517 +0,0 @@
moment = require('moment')
_ = require('lodash')
helpers = require('./helpers.coffee')
items = require('./items.coffee')
{eggs, hatchingPotions} = items.items
XP = 15
HP = 2
obj = module.exports = {}
obj.defineComputed = (user) ->
#FIXME we should put this function in a sane place instead of this check, somewhere (both on client & server) where
# it will only define the property once on user initialization
return if user._statsComputed?
# 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 = helpers.dotGet(path, @)
m2 +
if ~path.indexOf('items.gear')
# get the gear stat, and multiply it by 1.2 if it's class-gear
(+items.items.gear.flat[val]?[stat] or 0) * (if ~val?.indexOf(@stats.class) then 1.2 else 1)
else
+val[stat] or 0
, 0); m
, {})
obj.revive = (user)->
# Reset stats
user.stats.hp = 50
user.stats.exp = 0
user.stats.gp = 0
user.stats.lvl-- if user.stats.lvl > 1
# Lose a stat point
lostStat = helpers.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 = items.items.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'
obj.priorityValue = (priority = '!') ->
switch priority
when '!' then 1
when '!!' then 1.5
when '!!!' then 2
else 1
obj.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
###
obj.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 * obj.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
###
obj.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 * obj.priorityValue(priority)
return Math.round(hp * 10) / 10
# round to 1dp
###
Future use
{priority} user-defined priority multiplier
###
obj.gpModifier = (value, modifier, priority = '!', streak, user) ->
val = value * modifier * obj.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
###
obj.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
###
Drop System
###
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 = (helpers.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 *= obj.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 = helpers.randomVal _.omit(items.items.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 = helpers.randomVal 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 = helpers.randomVal _.pick(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++
# {task} task you want to score
# {direction} 'up' or 'down'
obj.score = (user, task, direction, options={}) ->
# This is for setting one-time temporary flags, such as streakBonus or itemDropped. Useful for notifying
# the API consumer, then cleared afterwards
user._tmp = {}
obj.defineComputed user # put this somewhere else?
console.log computed: user._statsComputed
[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 '!']
[paths, times, cron] = [options.paths || {}, options.times || 1, options.cron || false]
# Handle corrupt tasks
# This type of cleanup-code shouldn't be necessary, revisit once we're off Derby
# return 0 unless task.id
# if !_.isNumber(value) or _.isNaN(value)
# task.value = value = 0;
# _.each user.stats, (v,k) ->
# if !_.isNumber(v) or _.isNaN(v)
# user.stats[k] = 0; paths["stats.#{k}"] = true
# 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
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 = obj.taskDeltaFormula(value, direction)
value += nextDelta if adjustvalue
delta += nextDelta
addPoints = ->
weaponStr = items.getItem(user, 'weapon').str
exp += obj.expModifier(delta, weaponStr, user.stats.lvl, priority) / 2 # /2 hack for now, people leveling too fast
if streak
gp += obj.gpModifier(delta, 1, priority, streak, user)
else
gp += obj.gpModifier(delta, 1, priority)
subtractPoints = ->
armorDef = items.getItem(user, 'armor').con
headDef = items.getItem(user, 'head').con
shieldDef = items.getItem(user, 'shield').con
hp += obj.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 }; paths["tasks.#{task.id}.history"] = true
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
paths["achievements.streak"] = true
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
paths["achievements.streak"] = true
streak = if streak then streak - 1 else 0
task.streak = streak
paths["tasks.#{task.id}.streak"] = true
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; paths["tasks.#{task.id}.value"] = true
updateStats user, { hp, exp, gp }, {paths: paths}
# 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'
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, options={}) ->
paths = options.paths || {}
# 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 = obj.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 = obj.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
###
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}
###
obj.cron = (user, options={}) ->
[paths, now] = [options.paths || {}, +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 = helpers.daysSince user.lastCron, _.defaults({now}, user.preferences)
return unless daysMissed > 0
user.lastCron = now; paths['lastCron'] = true
# Reset the lastDrop count to zero
if user.items.lastDrop.count > 0
user.items.lastDrop.count = 0
paths['items.lastDrop'] = true
# 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 helpers.shouldDo(thatDay, repeat, user.preferences)
obj.score(user, task, 'down', {times:scheduleMisses, cron:true, paths:paths}) if scheduleMisses > 0
switch type
when 'daily'
(task.history ?= []).push({ date: +new Date, value: task.value }); paths["tasks.#{task.id}.history"] = true
task.completed = false; paths["tasks.#{task.id}.completed"] = true;
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
paths["tasks.#{task.id}.value"] = true
# 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 += obj.tnl(lvl)
(user.history.exp ?= []).push { date: now, value: expTally }
paths["history"] = true
obj.preenUserHistory(user) # we can probably start removing paths[...] stuff, no longer used by our app
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 + obj.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
obj.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')

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@ -1,6 +1,5 @@
_ = require 'lodash'
items = module.exports.items = {}
api = module.exports
###
---------------------------------------------------------------
@ -9,6 +8,7 @@ items = module.exports.items = {}
---------------------------------------------------------------
###
gear =
weapon:
base:
@ -158,7 +158,7 @@ gear =
The gear is exported as a tree (defined above), and a flat list (eg, {weapon_healer_1: .., shield_special_0: ...}) since
they are needed in different froms at different points in the app
###
items.gear =
api.gear =
tree: gear
flat: {}
@ -168,7 +168,7 @@ _.each ['weapon', 'armor', 'head', 'shield'], (type) ->
_.each gear[type][klass], (item, i) ->
key = "#{type}_#{klass}_#{i}"
_.defaults item, {type, key, klass, index: i, str:0, int:0, per:0, con:0}
items.gear.flat[key] = item
api.gear.flat[key] = item
###
---------------------------------------------------------------
@ -176,7 +176,7 @@ _.each ['weapon', 'armor', 'head', 'shield'], (type) ->
---------------------------------------------------------------
###
items.potion = type: 'potion', text: "Health Potion", notes: "Recover 15 Health (Instant Use)", value: 25, key: 'potion'
api.potion = type: 'potion', text: "Health Potion", notes: "Recover 15 Health (Instant Use)", value: 25, key: 'potion'
###
---------------------------------------------------------------
@ -199,7 +199,7 @@ items.potion = type: 'potion', text: "Health Potion", notes: "Recover 15 Health
Note, user.stats.mp is docked after automatically (it's appended to functions automatically down below in an _.each)
###
items.spells =
api.spells =
wizard:
fireball:
text: 'Burst of Flames'
@ -361,7 +361,7 @@ items.spells =
crit = (user) -> (Math.random() * user.stats.per + 1)
# Intercept all spells to reduce user.stats.mp after casting the spell
_.each items.spells, (spellClass) ->
_.each api.spells, (spellClass) ->
_.each spellClass, (spell, k) ->
spell.name = k
_cast = spell.cast
@ -376,7 +376,7 @@ _.each items.spells, (spellClass) ->
---------------------------------------------------------------
###
items.eggs =
api.eggs =
# value & other defaults set below
Wolf: text: 'Wolf', adjective: 'loyal'
TigerCub: text: 'Tiger Cub', mountText: 'Tiger', adjective: 'fierce'
@ -388,20 +388,20 @@ items.eggs =
Cactus: text: 'Cactus', adjective: 'prickly'
BearCub: text: 'Bear Cub', mountText: 'Bear', adjective: 'cuddly'
#{text: 'Polar Bear Cub', name: 'PolarBearCub', value: 3}
_.each items.eggs, (egg,k) ->
_.each api.eggs, (egg,k) ->
_.defaults egg,
value: 3
name: k
notes: "Find a hatching potion to pour on this egg, and it will hatch into a #{egg.adjective} #{egg.text}."
mountText: egg.text
items.specialPets =
api.specialPets =
'Wolf-Veteran': true
'Wolf-Cerberus': true
'Dragon-Hydra': true
'Turkey-Base': true
items.hatchingPotions =
api.hatchingPotions =
Base: value: 2, text: 'Base'
White: value: 2, text: 'White'
Desert: value: 2, text: 'Desert'
@ -412,10 +412,10 @@ items.hatchingPotions =
CottonCandyPink: value: 4, text: 'Cotton Candy Pink'
CottonCandyBlue: value: 4, text: 'Cotton Candy Blue'
Golden: value: 5, text: 'Golden'
_.each items.hatchingPotions, (pot,k) ->
_.each api.hatchingPotions, (pot,k) ->
_.defaults pot, {name: k, value: 2, notes: "Pour this on an egg, and it will hatch as a #{pot.text} pet."}
items.food =
api.food =
Meat: text: 'Meat', target: 'Base'
Milk: text: 'Milk', target: 'White'
Potatoe: text: 'Potato', target: 'Desert'
@ -431,59 +431,34 @@ items.food =
#Watermelon: text: 'Watermelon', target: 'Golden'
#SeaWeed: text: 'SeaWeed', target: 'Golden'
Saddle: text: 'Saddle', value: 5, notes: 'Instantly raises your pet into a mount.'
_.each items.food, (food,k) ->
_.each api.food, (food,k) ->
_.defaults food, {value: 1, name: k, notes: "Feed this to a pet and it may grow into a sturdy steed."}
###
---------------------------------------------------------------
Helper Functions
---------------------------------------------------------------
###
repeat = {m:true,t:true,w:true,th:true,f:true,s:true,su:true}
api.userDefaults =
habits: [
{type: 'habit', text: '1h Productive Work', notes: 'When you create a new Habit, you can click the Edit icon and choose for it to represent a positive habit, a negative habit, or both. For some Habits, like this one, it only makes sense to gain points.', 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}
]
module.exports.buyItem = (user, item) ->
return false if !item or +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 getItem(user,'weapon').last && getItem(user,'armor').last && getItem(user,'head').last && getItem(user,'shield').last
user.achievements.ultimateGear = true
user.stats.gp -= item.value
true
dailys: [
{type: 'daily', text: '1h Personal Project', notes: 'All tasks default to yellow when they are created. This means you will take only moderate damage when they are missed and will gain only a moderate reward when they are completed.', value: 0, completed: false, repeat: repeat }
{type: 'daily', text: 'Exercise', notes: 'Dailies you complete consistently will turn from yellow to green to blue, helping you track your progress. The higher you move up the ladder, the less damage you take for missing and less reward you receive for completing the goal.', value: 3, completed: false, repeat: repeat }
{type: 'daily', text: '45m Reading', notes: 'If you miss a daily frequently, it will turn darker shades of orange and red. The redder the task is, the more experience and gold it grants for success and the more damage you take for failure. This encourages you to focus on your shortcomings, the reds.', value: -10, completed: false, repeat: repeat }
]
###
update store
###
module.exports.updateStore = (user) ->
changes = []
_.each ['weapon', 'armor', 'shield', 'head'], (type) ->
found = _.find items.gear.tree[type][user.stats.class], (item) ->
!user.items.gear.owned[item.key]
changes.push(found) if found
todos: [
{type: 'todo', text: 'Call Mom', notes: 'While not completing a to-do in a set period of time will not hurt you, they will gradually change from yellow to red, thus becoming more valuable. This will encourage you to wrap up stale To-Dos.', value: -3, completed: false }
]
# Add special items (contrib gear, backer gear, etc)
_.defaults changes, _.transform _.where(items.gear.flat, {klass:'special'}), (m,v) ->
m.push v if v.canOwn?(user) && !user.items.gear.owned[v.key]
rewards: [
{type: 'reward', text: '1 Episode of Game of Thrones', notes: 'Custom rewards can come in many forms. Some people will hold off watching their favorite show unless they have the gold to pay for it.', value: 20 }
{type: 'reward', text: 'Cake', notes: 'Other people just want to enjoy a nice piece of cake. Try to create rewards that will motivate you best.', value: 10 }
]
changes.push items.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
###
Gets an item, and caps max to the last item in its array
###
module.exports.getItem = getItem = (user, type) ->
item = items.gear.flat[user.items.gear.equipped[type]]
return items.gear.flat["#{type}_#{user.stats.class}_0"] unless item
item
tags: [
{name: 'morning'}
{name: 'afternoon'}
{name: 'evening'}
]

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@ -1,385 +0,0 @@
moment = require 'moment'
_ = require 'lodash'
items = require('./items.coffee')
###
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}
startOfWeek = (options={}) ->
o = sanitizeOptions(options)
moment(o.now).startOf('week')
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
###
daysSince = (yesterday, options = {}) ->
o = sanitizeOptions options
Math.abs 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?
###
shouldDo = (day, repeat, options={}) ->
return false unless repeat
o = sanitizeOptions options
selected = repeat[dayMapping[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?
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
module.exports =
###
Moment
###
moment: moment
###
Lodash
###
_: _
uuid: uuid
taskDefaults: (task, filters={}) ->
self = @
defaults =
id: self.uuid()
type: 'habit'
text: ''
notes: ''
priority: '!'
challenge: {}
tags: _.transform(filters, (m,v,k) -> m[k]=v if v)
_.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
# FIXME - should we remove this completely, since all defaults are accounted for in mongoose?
# Or should we keep it so mobile can create an offline new user in the future?
newUser: () ->
userSchema =
# _id / id handled by Racer
stats: gp: 0, exp: 0, lvl: 1, hp: 50
invitations: {party:null, guilds: []}
# items: #TODO removing while handling default items (esp. gear) via Mongoose. Revisit, we may be able to remove userSchema entirely and depend on mongoose
# weapon: 0
# armor: 0
# head: 0
# shield: 0
# lastDrop: { date: +new Date, count: 0 }
# eggs: {}
# food: {}
# hatchingPotions: {}
# pets: {}
# mounts: {}
# preferences:
# gender: 'm'
# skin: 'white'
# hair: color: 'blond', base: 0, bangs: 1
# #armorSet: 'v1'
# dayStart:0
# showHelm: true
# showArmor: true
# showWeapon: true
# showShield: true
apiToken: uuid() # set in newUserObject below
lastCron: +new Date
balance: 0
flags:
partyEnabled: false
itemsEnabled: false
ads: 'show'
tags: []
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: 'When you create a new Habit, you can click the Edit icon and choose for it to represent a positive habit, a negative habit, or both. For some Habits, like this one, it only makes sense to gain points.', 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: 'All tasks default to yellow when they are created. This means you will take only moderate damage when they are missed and will gain only a moderate reward when they are completed.', value: 0, completed: false, repeat: repeat }
{type: 'daily', text: 'Exercise', notes: 'Dailies you complete consistently will turn from yellow to green to blue, helping you track your progress. The higher you move up the ladder, the less damage you take for missing and less reward you receive for completing the goal.', value: 3, completed: false, repeat: repeat }
{type: 'daily', text: '45m Reading', notes: 'If you miss a daily frequently, it will turn darker shades of orange and red. The redder the task is, the more experience and gold it grants for success and the more damage you take for failure. This encourages you to focus on your shortcomings, the reds.', value: -10, completed: false, repeat: repeat }
{type: 'todo', text: 'Call Mom', notes: 'While not completing a to-do in a set period of time will not hurt you, they will gradually change from yellow to red, thus becoming more valuable. This will encourage you to wrap up stale To-Dos.', value: -3, completed: false }
{type: 'reward', text: '1 Episode of Game of Thrones', notes: 'Custom rewards can come in many forms. Some people will hold off watching their favorite show unless they have the gold to pay for it.', value: 20 }
{type: 'reward', text: 'Cake', notes: 'Other people just want to enjoy a nice piece of cake. Try to create rewards that will motivate you best.', value: 10 }
]
defaultTags = [
{name: 'morning'}
{name: 'afternoon'}
{name: 'evening'}
]
for task in defaultTasks
guid = task.id = uuid()
newUser["#{task.type}s"].push task
for tag in defaultTags
tag.id = uuid()
newUser.tags.push tag
newUser
percent: (x,y) ->
x=1 if x==0
Math.round(x/y*100)
###
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, obj) ->
return if ~path.indexOf('undefined')
try
arr = path.split('.')
_.reduce arr, (curr, next, index) ->
if (arr.length - 1) == index
curr[next] = val
(curr[next] ?= {})
, obj
catch err
console.error {err, path, val, _id:obj._id}
dotGet: (path, obj) ->
return undefined if ~path.indexOf('undefined')
try
_.reduce path.split('.'), ((curr, next) -> curr?[next]), obj
catch err
console.error {err, path, val, _id:obj._id}
daysSince: daysSince
startOfWeek: startOfWeek
startOfDay: startOfDay
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}"
###
Gold amount from their money
###
gold: (num) ->
if num
return Math.floor num
else
return "0"
###
Silver amount from their money
###
silver: (num) ->
if num
("0" + Math.floor (num - Math.floor(num))*100).slice -2
else
return "00"
###
Task classes given everything about the class
###
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 !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
###
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)
###
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) ->
(level-1) / 2
totalStr: (level, weapon=0) ->
return 'FIXME'
str = (level-1) / 2
(str + items.getItem('weapon', weapon).strength)
userDef: (level) ->
(level-1) / 2
totalDef: (level, armor=0, head=0, shield=0) ->
return 'FIXME'
totalDef =
(level - 1) / 2 + # defense
items.getItem('armor', armor).defense +
items.getItem('head', head).defense +
items.getItem('shield', shield).defense
return totalDef
itemText: (type, item=0) ->
return 'FIXME'
items.getItem(type, item).text
itemStat: (type, item=0) ->
return 'FIXME'
i = items.getItem(type, item)
if type is 'weapon' then i.strength else i.defense
countPets: (originalCount, pets) ->
count = if originalCount? then originalCount else _.size(pets)
for pet of items.items.specialPets
count-- if pets[pet]
count
###
----------------------------------------------------------------------
Derby-specific helpers. Will remove after the rewrite, need them here for now
----------------------------------------------------------------------
###
###
Make sure model.get() returns all properties, see https://github.com/codeparty/racer/issues/116
###
hydrate: (spec) ->
if _.isObject(spec) and !_.isArray(spec)
hydrated = {}
keys = _.keys(spec).concat(_.keys(spec.__proto__))
keys.forEach (k) => hydrated[k] = @hydrate(spec[k])
hydrated
else spec

910
script/index.coffee Normal file
View file

@ -0,0 +1,910 @@
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)

View file

@ -1,13 +0,0 @@
exports.algos = require('./algos.coffee');
exports.items = require('./items.coffee');
exports.helpers = require('./helpers.coffee');
var moment = require('moment');
var _ = require('lodash');
try {
window;
window.habitrpgShared = exports;
window._ = _;
window.moment = moment;
} catch(e) {}