_ = require 'underscore' items = module.exports.items = weapon: [ {index: 0, text: "Training Sword", classes: "weapon_0", notes:'Training weapon.', modifier: 0.00, value:0} {index: 1, text: "Sword", classes:'weapon_1', notes:'Increases experience gain by 3%.', modifier: 0.03, value:20} {index: 2, text: "Axe", classes:'weapon_2', notes:'Increases experience gain by 6%.', modifier: 0.06, value:30} {index: 3, text: "Morningstar", classes:'weapon_3', notes:'Increases experience gain by 9%.', modifier: 0.09, value:45} {index: 4, text: "Blue Sword", classes:'weapon_4', notes:'Increases experience gain by 12%.', modifier: 0.12, value:65} {index: 5, text: "Red Sword", classes:'weapon_5', notes:'Increases experience gain by 15%.', modifier: 0.15, value:90} {index: 6, text: "Golden Sword", classes:'weapon_6', notes:'Increases experience gain by 18%.', modifier: 0.18, value:120} ] armor: [ {index: 0, text: "Cloth Armor", classes: 'armor_0', notes:'Training armor.', modifier: 0.00, value:0} {index: 1, text: "Leather Armor", classes: 'armor_1', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:30} {index: 2, text: "Chain Mail", classes: 'armor_2', notes:'Decreases HP loss by 6%.', modifier: 0.06, value:45} {index: 3, text: "Plate Mail", classes: 'armor_3', notes:'Decreases HP loss by 7%.', modifier: 0.07, value:65} {index: 4, text: "Red Armor", classes: 'armor_4', notes:'Decreases HP loss by 8%.', modifier: 0.08, value:90} {index: 5, text: "Golden Armor", classes: 'armor_5', notes:'Decreases HP loss by 10%.', modifier: 0.1, value:120} ] head: [ {index: 0, text: "No Helm", classes: 'head_0', notes:'Training helm.', modifier: 0.00, value:0} {index: 1, text: "Leather Helm", classes: 'head_1', notes:'Decreases HP loss by 2%.', modifier: 0.02, value:15} {index: 2, text: "Chain Coif", classes: 'head_2', notes:'Decreases HP loss by 3%.', modifier: 0.03, value:25} {index: 3, text: "Plate Helm", classes: 'head_3', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:45} {index: 4, text: "Red Helm", classes: 'head_4', notes:'Decreases HP loss by 5%.', modifier: 0.05, value:60} {index: 5, text: "Golden Helm", classes: 'head_5', notes:'Decreases HP loss by 6%.', modifier: 0.06, value:80} ] shield: [ {index: 0, text: "No Shield", classes: 'shield_0', notes:'No Shield.', modifier: 0.00, value:0} {index: 1, text: "Wooden Shield", classes: 'shield_1', notes:'Training shield.', modifier: 0.02, value:20} {index: 2, text: "Buckler", classes: 'shield_2', notes:'Decreases HP loss by 4%.', modifier: 0.04, value:35} {index: 3, text: "Enforced Shield", classes: 'shield_3', notes:'Decreases HP loss by 5%.', modifier: 0.05, value:55} {index: 4, text: "Red Shield", classes: 'shield_4', notes:'Decreases HP loss by 7%.', modifier: 0.07, value:70} {index: 5, text: "Golden Shield", classes: 'shield_5', notes:'Decreases HP loss by 8%.', modifier: 0.08, value:90} ] potion: {type: 'potion', text: "Potion", notes: "Recover 15 HP", value: 25, classes: 'potion'} reroll: {type: 'reroll', text: "Re-Roll", classes: 'reroll', notes: "Resets your tasks. When you're struggling and everything's red, use for a clean slate.", value:0 } # add "type" to each item, so we can reference that as "weapon" or "armor" in the html _.each ['weapon', 'armor', 'head', 'shield'], (key) -> _.each items[key], (item) -> item.type = key ### 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" ### 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 user.on 'set', 'flags.itemsEnabled', (captures, args) -> return unless captures == true html = """
Congratulations, you have unlocked the Item Store! You can now buy weapons, armor, potions, etc. Read each item's comment for more information. [Close]
""" $('ul.items').popover title: "Item Store Unlocked" placement: 'left' trigger: 'manual' html: true content: html $('ul.items').popover 'show' ### 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 model.set '_view.items.potion', items.potion model.set '_view.items.reroll', items.reroll