moment = require('moment') _ = require('lodash') content = require('./content.coffee') api = module.exports = {} # little helper for large arrays of strings. %w"this that another" equivalent from Rails, I really miss that function $w = (s)->s.split(' ') ### ------------------------------------------------------ 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) api.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[api.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[api.dayMapping[yesterday]] # FIXME is this correct?? Do I need to do any timezone calcaulation here? ### ------------------------------------------------------ Scoring ------------------------------------------------------ ### api.tnl = (lvl) -> if lvl >= 100 then 0 else Math.round(((Math.pow(lvl, 2) * 0.25) + (10 * lvl) + 139.75) / 10) * 10 # round to nearest 10? ### A hyperbola function that creates diminishing returns, so you can't go to infinite (eg, with Exp gain). {max} The asymptote {bonus} All the numbers combined for your point bonus (eg, task.value * user.stats.int * critChance, etc) {halfway} (optional) the point at which the graph starts bending ### api.diminishingReturns = (bonus, max, halfway=max/2) -> max*(bonus/(bonus+halfway)) api.monod = (bonus, rateOfIncrease, max) -> rateOfIncrease*max*bonus/(rateOfIncrease*bonus+max) ### 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 ### Update the in-browser store with new gear. FIXME this was in user.fns, but it was causing strange issues there ### api.updateStore = (user) -> return unless user changes = [] _.each ['weapon', 'armor', 'shield', 'head', 'back'], (type) -> found = _.find content.gear.tree[type][user.stats.class], (item) -> !user.items.gear.owned[item.key] changes.push(found) if found true # Add special items (contrib gear, backer gear, etc) changes = changes.concat _.filter content.gear.flat, (v) -> v.klass in ['special','mystery'] and !user.items.gear.owned[v.key] and v.canOwn?(user) 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 'back' then 5 when 'potion' then 6 else 7 ### ------------------------------------------------------ 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 api.countExists = (items)-> _.reduce(items,((m,v)->m+(if v then 1 else 0)),0) ### 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={}) -> task.type = 'habit' unless task.type and task.type in ['habit','daily','todo','reward'] defaults = id: api.uuid() text: if task.id? then task.id else '' notes: '' priority: 1 challenge: {} attribute: 'str' dateCreated: new Date() _.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.priority = 1 unless _.isNumber(task.priority) # hotfix for apiv1. once we're off apiv1, we can remove this task api.percent = (x,y, dir) -> switch dir when "up" then roundFn = Math.ceil when "down" then roundFn = Math.floor else roundFn = Math.round x=1 if x==0 roundFn(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) and main # 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.questPets count-- if pets[pet] for pet of content.specialPets count-- if pets[pet] count api.countMounts= (originalCount, mounts) -> count = if originalCount? then originalCount else _.size(mounts) for mount of content.specialMounts count-- if mounts[mount] count ### ------------------------------------------------------ User (prototype wrapper to give it ops, helper funcs, and virtuals ------------------------------------------------------ ### ### User is now wrapped (both on client and server), adding a few new properties: * getters (_statsComputed, tasks, etc) * user.fns, which is a bunch of helper functions These were originally up above, but they make more sense belonging to the user object so we don't have to pass the user object all over the place. In fact, we should pull in more functions such as cron(), updateStats(), etc. * user.ops, which is super important: If a function is inside user.ops, it has magical properties. If you call it on the client it updates the user object in the browser and when it's done it automatically POSTs to the server, calling src/controllers/user.js#OP_NAME (the exact same name of the op function). The first argument req is {query, body, params}, it's what the express controller function expects. This means we call our functions as if we were calling an Express route. Eg, instead of score(task, direction), we call score({params:{id:task.id,direction:direction}}). This also forces us to think about our routes (whether to use params, query, or body for variables). see http://stackoverflow.com/questions/4024271/rest-api-best-practices-where-to-put-parameters If `src/controllers/user.js#OP_NAME` doesn't exist on the server, it's automatically added. It runs the code in user.ops.OP_NAME to update the user model server-side, then performs `user.save()`. You can see this in action for `user.ops.buy`. That function doesn't exist on the server - so the client calls it, it updates user in the browser, auto-POSTs to server, server handles it by calling `user.ops.buy` again (to update user on the server), and then saves. We can do this for everything that doesn't need any code difference from what's in user.ops.OP_NAME for special-handling server-side. If we *do* need special handling, just add `src/controllers/user.js#OP_NAME` to override the user.ops.OP_NAME, and be sure to call user.ops.OP_NAME at some point within the overridden function. TODO * Is this the best way to wrap the user object? I thought of using user.prototype, but user is an object not a Function. user on the server is a Mongoose model, so we can use prototype - but to do it on the client, we'd probably have to move to $resource for user * Move to $resource! ### api.wrap = (user, main=true) -> return if user._wrapped user._wrapped = true # ---------------------------------------------------------------------- # user.ops shared client/server operations # ---------------------------------------------------------------------- if main user.ops = # ------ # User # ------ update: (req, cb) -> _.each req.body, (v,k) -> user.fns.dotSet(k,v);true cb? null, user sleep: (req, cb) -> user.preferences.sleep = !user.preferences.sleep cb? null, {} 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 = user.fns.randomVal _.reduce(['str','con','per','int'], ((m,k)->m[k]=k if user.stats[k];m), {}) user.stats[lostStat]-- if lostStat # Lose a gear piece # Note, they can actually lose item weapon_*_0 - it's 0 to buy back, no big deal # Note ""+k string-casting. Without this, when run on the server Mongoose returns funny objects lostItem = user.fns.randomVal _.reduce(user.items.gear.owned, ((m,v,k)->m[''+k]=''+k if v;m), {}) if item = content.gear.flat[lostItem] user.items.gear.owned[lostItem] = false user.items.gear.equipped[item.type] = "#{item.type}_base_0" if user.items.gear.equipped[item.type] is lostItem user.items.gear.costume[item.type] = "#{item.type}_base_0" if user.items.gear.costume[item.type] is lostItem user.markModified? 'items.gear' cb? (if item then {code:200,message:"Your #{item.text} broke."} else null), user reset: (req, cb) -> user.habits = [] user.dailys = [] user.todos = [] user.rewards = [] user.stats.hp = 50 user.stats.lvl = 1 user.stats.gp = 0 user.stats.exp = 0 # TODO handle MP gear = user.items.gear _.each ['equipped', 'costume'], (type) -> gear[type].armor = 'armor_base_0' gear[type].weapon = 'weapon_base_0' gear[type].head = 'head_base_0' gear[type].shield = 'shield_base_0' user.items.gear.owned = {weapon_warrior_0:true} user.markModified? 'items.gear.owned' user.preferences.costume = false cb? null, user reroll: (req, cb, ga) -> if user.balance < 1 return cb? {code:401,message: "Not enough gems."} user.balance-- _.each user.tasks, (task) -> unless task.type is 'reward' task.value = 0 user.stats.hp = 50 cb? null, user ga?.event('purchase', 'reroll').send() rebirth: (req, cb, ga) -> # Cost is 8 Gems ($2) if user.balance < 2 return cb? {code:401,message: "Not enough gems."} user.balance -= 2 # Save off user's level, for calculating achievement eligibility later lvl = user.stats.lvl # Turn tasks yellow, zero out streaks _.each user.tasks, (task) -> unless task.type is 'reward' task.value = 0 if task.type is 'daily' task.streak = 0 # Reset all dynamic stats stats = user.stats stats.buffs = {} stats.hp = 50 stats.lvl = 1 stats.class = 'warrior' _.each ['per','int','con','str','points','gp','exp','mp'], (value) -> stats[value] = 0 # Deequip character, set back to base armor and training sword gear = user.items.gear _.each ['equipped', 'costume'], (type) -> gear[type].armor = 'armor_base_0' gear[type].weapon = 'weapon_warrior_0' gear[type].head = 'head_base_0' gear[type].shield = 'shield_base_0' if user.items.currentPet then user.ops.equip({params:{type: 'pet', key: user.items.currentPet}}) if user.items.currentMount then user.ops.equip({params:{type: 'mount', key: user.items.currentMount}}) # Strip owned gear down to the training sword, but preserve purchase history so user can re-purchase limited edition equipment _.each gear.owned, (v, k) -> if gear.owned[k] then gear.owned[k] = false; true gear.owned.weapon_warrior_0 = true user.markModified? 'items.gear.owned' user.preferences.costume = false # Remove unlocked features flags = user.flags if not (user.achievements.ultimateGear or user.achievements.beastMaster) flags.rebirthEnabled = false flags.itemsEnabled = false flags.dropsEnabled = false flags.classSelected = false # Award an achievement if this is their first Rebirth, or if they made it further than last time if not (user.achievements.rebirths) user.achievements.rebirths = 1 user.achievements.rebirthLevel = lvl else if (lvl > user.achievements.rebirthLevel or lvl is 100) user.achievements.rebirths++ user.achievements.rebirthLevel = lvl cb? null, user ga?.event('purchase', 'Rebirth').send() allocateNow: (req, cb) -> _.times user.stats.points, user.fns.autoAllocate user.stats.points = 0 user.markModified? 'stats' cb? null, user.stats # ------ # Tasks # ------ clearCompleted: (req, cb) -> _.remove user.todos, (t)-> t.completed and !t.challenge?.id user.markModified? 'todos' cb? null, user.todos sortTask: (req, cb) -> {id} = req.params {to, from} = req.query task = user.tasks[id] return cb?({code:404, message: "Task not found."}) unless task return cb?('?to=__&from=__ are required') unless to? and from? tasks = user["#{task.type}s"] tasks.splice to, 0, tasks.splice(from, 1)[0] cb? null, tasks updateTask: (req, cb) -> return cb?({code:404,message:"Task not found"}) unless task = user.tasks[req.params?.id] _.merge task, _.omit(req.body,['checklist','id']) task.checklist = req.body.checklist if req.body.checklist task.markModified? 'tags' cb? null, task deleteTask: (req, cb) -> task = user.tasks[req.params?.id] return cb?({code:404,message:'Task not found'}) unless task i = user[task.type + "s"].indexOf(task) user[task.type + "s"].splice(i, 1) if ~i cb? null, {} addTask: (req, cb) -> task = api.taskDefaults(req.body) user["#{task.type}s"].unshift(task) if user.preferences.newTaskEdit then task._editing = true if user.preferences.tagsCollapsed then task._tags = true if user.preferences.advancedCollapsed then task._advanced = true cb? null, task task # ------ # Tags # ------ addTag: (req, cb) -> user.tags ?= [] user.tags.push name: req.body.name id: req.body.id or api.uuid() cb? null, user.tags updateTag: (req, cb) -> tid = req.params.id i = _.findIndex user.tags, {id: tid} return cb?({code:404,message:'Tag not found'}) if !~i user.tags[i].name = req.body.name cb? null, user.tags[i] deleteTag: (req, cb) -> tid = req.params.id i = _.findIndex user.tags, {id: tid} return cb?({code:404,message:'Tag not found'}) if !~i tag = user.tags[i] delete user.filters[tag.id] user.tags.splice i, 1 # remove tag from all tasks _.each user.tasks, (task) -> delete task.tags[tag.id] _.each ['habits','dailys','todos','rewards'], (type) -> user.markModified? type cb? null, user.tags # ------ # Inventory # ------ feed: (req, cb) -> {pet,food} = req.params food = content.food[food] [egg, potion] = pet.split('-') userPets = user.items.pets return cb?({code:404, message:":pet not found in user.items.pets"}) unless userPets[pet] return cb?({code:404, message:":food not found in user.items.food"}) unless user.items.food?[food.key] return cb?({code:401, message:"Can't feed this pet."}) if content.specialPets[pet] return cb?({code:401, message:"You already have that mount. Try feeding another pet."}) if user.items.mounts[pet] message = '' evolve = -> userPets[pet] = -1 # changed to -1 to mark "owned" pets user.items.mounts[pet] = true user.items.currentPet = "" if pet is user.items.currentPet message = "You have tamed #{egg}, let's go for a ride!" if food.key is 'Saddle' evolve() else if food.target is potion userPets[pet] += 5 message = "#{egg} really likes the #{food.text}!" else userPets[pet] += 2 message = "#{egg} eats the #{food.text} but doesn't seem to enjoy it." if userPets[pet] >= 50 and !user.items.mounts[pet] evolve() user.items.food[food.key]-- cb? {code:200, message}, userPets[pet] # buy is for gear, purchase is for gem-purchaseables (i know, I know...) purchase: (req, cb, ga) -> {type,key} = req.params return cb?({code:404,message:":type must be in [hatchingPotions,eggs,food,quests,special]"},req) unless type in ['eggs','hatchingPotions','food','quests','special'] item = content[type][key] return cb?({code:404,message:":key not found for Content.#{type}"},req) unless item return cb?({code:401, message:'Not enough gems.'}) if user.balance < (item.value / 4) user.items[type][key] = 0 unless user.items[type][key] user.items[type][key]++ user.balance -= (item.value / 4) cb? null, _.pick(user,$w 'items balance') ga?.event('purchase', key).send() # buy is for gear, purchase is for gem-purchaseables (i know, I know...) buy: (req, cb) -> {key} = req.params 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:401, 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 message = user.fns.handleTwoHanded(item) message ?= "Bought #{item.text}." if not user.achievements.ultimateGear and item.last user.fns.ultimateGear() user.stats.gp -= item.value cb? {code:200, message}, _.pick(user,$w 'items achievements stats') sell: (req, cb) -> {key, type} = req.params return cb?({code:404,message:":type not found. Must bes in [eggs, hatchingPotions, food]"}) unless type in ['eggs','hatchingPotions', 'food'] return cb?({code:404,message:":key not found for user.items.#{type}"}) unless user.items[type][key] user.items[type][key]-- user.stats.gp += content[type][key].value cb? null, _.pick(user,$w 'stats items') equip: (req, cb) -> [type, key] = [req.params.type || 'equipped', req.params.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] user.items.gear[type][item.type] = item.key message = user.fns.handleTwoHanded(item,type) cb? (if message then {code:200,message} else null), user.items hatch: (req, cb) -> {egg, hatchingPotion} = req.params return cb?({code:404,message:"Please specify query.egg & query.hatchingPotion"}) unless egg and hatchingPotion return cb?({code:401,message:"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?({code:401, message:"You already have that pet. Try hatching a different combination!"}) if user.items.pets[pet] and user.items.pets[pet] > 0 user.items.pets[pet] = 5 user.items.eggs[egg]-- user.items.hatchingPotions[hatchingPotion]-- cb? {code:200, message:"Your egg hatched! Visit your stable to equip your pet."}, user.items unlock: (req, cb, ga) -> {path} = req.query fullSet = ~path.indexOf(",") cost = if fullSet then 1.25 else 0.5 # 5G per set, 2G per individual alreadyOwns = !fullSet and user.fns.dotGet("purchased." + path) is true return cb?({code:401, message: "Not enough gems"}) if user.balance < cost and !alreadyOwns if fullSet _.each path.split(","), (p) -> user.fns.dotSet("purchased.#{p}", true);true else if alreadyOwns split = path.split('.');v=split.pop();k=split.join('.') user.fns.dotSet("preferences.#{k}",v) return cb? null, req user.fns.dotSet "purchased." + path, true user.balance -= cost user.markModified? 'purchased' cb? null, _.pick(user,$w 'purchased preferences') ga?.event('purchase', path).send() # ------ # Classes # ------ changeClass: (req, cb, ga) -> klass = req.query?.class if klass in ['warrior','rogue','wizard','healer'] user.stats.class = klass user.flags.classSelected = true # Clear their gear and equip their new class's gear (can still equip old gear from inventory) # If they've rolled this class before, restore their progress _.each ["weapon", "armor", "shield", "head"], (type) -> foundKey = false _.findLast user.items.gear.owned, (v, k) -> return foundKey = k if ~k.indexOf(type + "_" + klass) and v is true # restore progress from when they last rolled this class # weapon_0 is significant, don't reset to base_0 # rogues start with an off-hand weapon user.items.gear.equipped[type] = if foundKey then foundKey else if type is "weapon" then "weapon_#{klass}_0" else if type is "shield" and klass is "rogue" then "shield_rogue_0" else "#{type}_base_0" # naked for the rest! # Grant them their new class's gear user.items.gear.owned["#{type}_#{klass}_0"] = true if type is "weapon" or (type is "shield" and klass is "rogue") true else # Null ?class value means "reset class" if user.preferences.disableClasses user.preferences.disableClasses = false user.preferences.autoAllocate = false else return cb?({code:401,message:"Not enough gems"}) unless user.balance >= .75 user.balance -= .75 _.merge user.stats, {str: 0, con: 0, per: 0, int: 0, points: user.stats.lvl} user.flags.classSelected = false ga?.event('purchase', 'changeClass').send() #'stats.points': this is handled on the server cb? null, _.pick(user,$w 'stats flags items preferences') disableClasses: (req, cb) -> user.stats.class = 'warrior' user.flags.classSelected = true user.preferences.disableClasses = true user.preferences.autoAllocate = true user.stats.str = user.stats.lvl user.stats.points = 0 cb? null, _.pick(user,$w 'stats flags preferences') allocate: (req, cb) -> stat = req.query.stat or 'str' if user.stats.points > 0 user.stats[stat]++ user.stats.points-- user.stats.mp++ if stat is 'int' #increase their MP along with their max MP cb? null, _.pick(user,$w 'stats') readValentine: (req,cb) -> user.items.special.valentineReceived.shift() user.markModified? 'items.special.valentineReceived' cb? null, 'items.special' # ------ # Score # ------ score: (req, cb) -> {id, direction} = req.params # up or down task = user.tasks[id] options = req.query or {}; _.defaults(options, {times:1, cron:false}) # This is for setting one-time temporary flags, such as streakBonus or itemDropped. Useful for notifying # the API consumer, then cleared afterwards user._tmp = {} # TODO do we need this fail-safe casting anymore? Are we safe now we're off Derby? stats = {gp: +user.stats.gp, hp: +user.stats.hp, exp: +user.stats.exp} task.value = +task.value; task.streak = ~~task.streak; task.priority ?= 1 # If they're trying to purhcase a too-expensive reward, don't allow them to do that. if task.value > stats.gp and task.type is 'reward' return cb? {code:401,message:'Not enough Gold'} delta = 0 calculateDelta = -> # If multiple days have passed, multiply times days missed _.times options.times, -> # Each iteration calculate the nextDelta, which is then accumulated in the total delta. # Calculates the next task.value based on direction # Uses a capped inverse log y=.95^x, y>= -5 # Min/max on task redness currVal = if task.value < -47.27 then -47.27 else if task.value > 21.27 then 21.27 else task.value nextDelta = Math.pow(0.9747, currVal) * (if direction is 'down' then -1 else 1) # Checklists if task.checklist?.length > 0 # If the Daily, only dock them them a portion based on their checklist completion if direction is 'down' and task.type is 'daily' and options.cron nextDelta *= (1 - _.reduce(task.checklist,((m,i)->m+(if i.completed then 1 else 0)),0) / task.checklist.length) # If To-Do, point-match the TD per checklist item completed if task.type is 'todo' and direction is 'up' nextDelta *= (1 + _.reduce(task.checklist,((m,i)->m+(if i.completed then 1 else 0)),0)) unless task.type is 'reward' if (user.preferences.automaticAllocation is true and user.preferences.allocationMode is 'taskbased' and !(task.type is 'todo' and direction is 'down')) then user.stats.training[task.attribute] += nextDelta # ===== STRENGTH ===== # (Only for up-scoring, ignore up-onlies and rewards) # Note, we create a new val (adjustAmt) to add to task.value, since delta will be used in Exp & GP calculations - we don't want STR to bonus that if direction is 'up' and !(task.type is 'habit' and !task.down) user.party.quest.progress.up = user.party.quest.progress.up || 0; user.party.quest.progress.up += (nextDelta * (1 + (user._statsComputed.str / 200))) if task.type in ['daily','todo'] task.value += nextDelta delta += nextDelta addPoints = -> # ===== CRITICAL HITS ===== # allow critical hit only when checking off a task, not when unchecking it: _crit = (if delta > 0 then user.fns.crit() else 1) # if there was a crit, alert the user via notification user._tmp.crit = _crit if _crit > 1 # Exp Modifier # ===== Intelligence ===== # TODO Increases Experience gain by .2% per point. intBonus = 1 + (user._statsComputed.int * .025) stats.exp += Math.round (delta * intBonus * task.priority * _crit * 6) # GP modifier # ===== PERCEPTION ===== # TODO Increases Gold gained from tasks by .3% per point. perBonus = (1 + user._statsComputed.per *.02) gpMod = (delta * task.priority * _crit * perBonus) stats.gp += if task.streak streakBonus = task.streak / 100 + 1 # eg, 1-day streak is 1.1, 2-day is 1.2, etc afterStreak = gpMod * streakBonus user._tmp.streakBonus = afterStreak - gpMod if (gpMod > 0) # keep this on-hand for later, so we can notify streak-bonus afterStreak else gpMod # HP modifier subtractPoints = -> # ===== CONSTITUTION ===== # TODO Decreases HP loss from bad habits / missed dailies by 0.5% per point. conBonus = 1 - (user._statsComputed.con / 250) conBonus = 0.1 if conBonus < .1 hpMod = delta * conBonus * task.priority * 2 # constant 2 multiplier for better results stats.hp += Math.round(hpMod * 10) / 10 # round to 1dp switch task.type when 'habit' calculateDelta() # Add habit value to habit-history (if different) if (delta > 0) then addPoints() else subtractPoints() # History th = (task.history ?= []) if th[th.length-1] and moment(th[th.length-1].date).isSame(new Date, 'day') th[th.length-1].value = task.value else th.push {date: +new Date, value: task.value} user.markModified? "habits.#{_.findIndex(user.habits, {id:task.id})}.history" when 'daily' if options.cron calculateDelta() subtractPoints() task.streak = 0 unless user.stats.buffs.streaks else calculateDelta() addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes if direction is 'up' task.streak = if task.streak then task.streak + 1 else 1 # Give a streak achievement when the streak is a multiple of 21 if (task.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 (task.streak % 21) is 0 user.achievements.streak = if user.achievements.streak then user.achievements.streak - 1 else 0 task.streak = if task.streak then task.streak - 1 else 0 when 'todo' if options.cron calculateDelta() #don't touch stats on cron else task.dateCompleted = if direction is 'up' then new Date else undefined calculateDelta() addPoints() # obviously for delta>0, but also a trick to undo accidental checkboxes # MP++ per checklist item in ToDo, bonus per CLI multiplier = _.max([(_.reduce(task.checklist,((m,i)->m+(if i.completed then 1 else 0)),1)),1]) mpDelta = _.max([(multiplier), (.01 * user._statsComputed.maxMP * multiplier)]) mpDelta *= -1 if direction is 'down' # unticking a todo user.stats.mp += mpDelta user.stats.mp = user._statsComputed.maxMP if user.stats.mp >= user._statsComputed.maxMP user.stats.mp = 0 if user.stats.mp < 0 # BUT DO WE WANT THIS? SEE COMMIT DESCRIPTION when 'reward' # Don't adjust values for rewards calculateDelta() # purchase item stats.gp -= Math.abs(task.value) num = parseFloat(task.value).toFixed(2) # if too expensive, reduce health & zero gp if stats.gp < 0 # hp - gp difference stats.hp += stats.gp stats.gp = 0 user.fns.updateStats stats # 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' user.fns.randomDrop({task, delta}) if direction is 'up' cb? null, user return delta # ---------------------------------------------------------------------- # user.fns helpers # ---------------------------------------------------------------------- user.fns = getItem: (type) -> item = content.gear.flat[user.items.gear.equipped[type]] return content.gear.flat["#{type}_base_0"] unless item item handleTwoHanded: (item, type='equipped') -> # If they're buying a shield and wearing a staff, dequip the staff if item.type is "shield" and (weapon = content.gear.flat[user.items.gear[type].weapon])?.twoHanded user.items.gear[type].weapon = 'weapon_base_0' message = "#{weapon.text} is two-handed" # If they're buying a staff and wearing a shield, dequip the shield if item.twoHanded user.items.gear[type].shield = "shield_base_0" message = "#{item.text} is two-handed" message ### Because the same op needs to be performed on the client and the server (critical hits, item drops, etc), we need things to be "random", but technically predictable so that they don't go out-of-sync ### predictableRandom: (seed) -> # Default seed is all user stats combined. Fairly safe, meh - pass in a good seed for situations where that doesn't work seed = _.reduce(user.stats, ((m,v)->if _.isNumber(v) then m+v else m), 0) if !seed or seed is Math.PI x = Math.sin(seed++) * 10000 x - Math.floor(x) crit: (stat='str', chance=.03) -> #console.log("Crit Chance:"+chance*(1+user._statsComputed[stat]/100)) if user.fns.predictableRandom() <= chance*(1+user._statsComputed[stat]/100) then 1.5 + (.02*user._statsComputed[stat]) else 1 ### Get a random property from an object returns random property (the value) ### randomVal: (obj, options) -> array = if options?.key then _.keys(obj) else _.values(obj) rand = user.fns.predictableRandom(option?.seed) array[Math.floor(rand * array.length)] ### 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 # ---------------------------------------------------------------------- # Scoring # ---------------------------------------------------------------------- randomDrop: (modifiers) -> {task} = modifiers # % chance of getting a drop chance = _.min([Math.abs(task.value - 21.27),37.5])/150+.02 # Base drop chance is a percentage based on task value. Typical fresh task: 15%. Very ripe task: 25%. Very blue task: 2%. chance *= task.priority * # Task priority: +50% for Medium, +100% for Hard (1 + (task.streak / 100 or 0)) * # Streak bonus: +1% per streak (1 + (user._statsComputed.per / 100)) * # PERception: +1% per point (1 + (user.contributor.level / 20 or 0)) * # Contrib levels: +5% per level (1 + (user.achievements.rebirths / 20 or 0)) * # Rebirths: +5% per achievement (1 + (user.achievements.streak / 200 or 0)) * # Streak achievements: +0.5% per achievement (user._tmp.crit or 1) * # Use the crit multiplier if we got one (1 + .5*(_.reduce(task.checklist,((m,i)->m+(if i.completed then 1 else 0)),0) or 0)) # +50% per checklist item complete. TODO: make this into X individual drop chances instead chance = api.diminishingReturns(chance, 0.75) #console.log("Drop chance: " + chance) quest = content.quests[user.party.quest?.key] if quest?.collect and user.fns.predictableRandom(user.stats.gp) < (chance * 2) # 2x as likely to get a collection quest drop as a pet item drop dropK = user.fns.randomVal quest.collect, {key:true} user.party.quest.progress.collect[dropK]++ user.markModified? 'party.quest.progress' #console.log {progress:user.party.quest.progress} return if (api.daysSince(user.items.lastDrop.date, user.preferences) is 0) and (user.items.lastDrop.count >= 5 + Math.floor(user._statsComputed.per / 25)) if user.flags?.dropsEnabled and user.fns.predictableRandom(user.stats.exp) < chance # 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 = user.fns.predictableRandom(user.stats.gp) # Food: 40% chance if rarity > .6 drop = user.fns.randomVal _(content.food).omit('Saddle').where({canBuy:true}).value() user.items.food[drop.key] ?= 0 user.items.food[drop.key]+= 1 drop.type = 'Food' drop.dialog = "You've found #{drop.article}#{drop.text}! #{drop.notes}" # Eggs: 30% chance else if rarity > .3 drop = user.fns.randomVal _.where(content.eggs,{canBuy:true}) user.items.eggs[drop.key] ?= 0 user.items.eggs[drop.key]++ 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 < .02 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 = user.fns.randomVal _.pick(content.hatchingPotions, ((v,k) -> k in acceptableDrops)) user.items.hatchingPotions[drop.key] ?= 0 user.items.hatchingPotions[drop.key]++ 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++ ### 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 ### autoAllocate: -> user.stats[(-> switch user.preferences.allocationMode when "flat" # Favor in order (right-to-left): INT, PER, STR, CON stats = _.pick user.stats, $w 'con str per int' _.invert(stats)[_.min stats] when "classbased" # Attributes get 3:2:1:1 per 7 levels. ideal = [(user.stats.lvl / 7 * 3), (user.stats.lvl / 7 * 2), (user.stats.lvl / 7), (user.stats.lvl / 7)] # Primary, secondary etc. attributes aren't explicitly defined, so hardcode them. In order as above preference = switch user.stats.class when "wizard" then ["int", "per", "con", "str"] when "rogue" then ["per", "str", "int", "con"] when "healer" then ["con", "int", "str", "per"] else ["str", "con", "per", "int"] # Get the difference between the ideal attribute spread according to level, and the user's current spread. diff = [(user.stats[preference[0]]-ideal[0]),(user.stats[preference[1]]-ideal[1]),(user.stats[preference[2]]-ideal[2]),(user.stats[preference[3]]-ideal[3])] suggested = _.findIndex(diff, ((val) -> if val is _.min(diff) then true)) # Returns the index of the first attribute that's furthest behind the ideal return if ~suggested then preference[suggested] else "str" # If _.findIndex failed, we'd get a -1... when "taskbased" suggested = _.invert(user.stats.training)[_.max user.stats.training] # Returns the stat that's been trained up the most this level _.merge user.stats.training, {str:0,int:0,con:0,per:0} # Reset training for this level. return suggested or "str" # Failed _.findkey gives undefined else "str" # if all else fails, dump into STR )()]++ updateStats: (stats) -> # Game Over return user.stats.hp=0 if stats.hp <= 0 user.stats.hp = stats.hp user.stats.gp = if stats.gp >= 0 then stats.gp else 0 tnl = api.tnl(user.stats.lvl) # if we're at level 100, turn xp to gold if user.stats.lvl >= 100 stats.gp += stats.exp / 15 stats.exp = 0 user.stats.lvl = 100 else # level up & carry-over exp if stats.exp >= tnl #silent = true # push through the negative xp silently user.stats.exp = stats.exp # push normal + notification while stats.exp >= tnl and user.stats.lvl < 100 # keep levelling up stats.exp -= tnl user.stats.lvl++ tnl = api.tnl(user.stats.lvl) # Auto-allocate a point, or give them a new manual point if user.preferences.automaticAllocation user.fns.autoAllocate() else # add new allocatable points. We could do user.stats.points++, but this does a fail-safe just in case user.stats.points = user.stats.lvl - (user.stats.con + user.stats.str + user.stats.per + user.stats.int); if user.stats.lvl == 100 stats.exp = 0 user.stats.hp = 50 user.stats.exp = stats.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 if user.items.eggs["Wolf"] > 0 then user.items.eggs["Wolf"]++ else user.items.eggs["Wolf"] = 1 if !user.flags.classSelected and user.stats.lvl >= 10 user.flags.classSelected if !user.flags.levelDrops?.vice1 and user.stats.lvl >= 30 user.items.quests.vice1 ?= 0 user.items.quests.vice1++ (user.flags.levelDrops ?= {}).vice1 = true user.markModified? 'flags.levelDrops' user._tmp.drop = _.defaults content.quests.vice1, type: 'Quest' dialog: "You've found the quest \"#{content.quests.vice1.text}\"!" if !user.flags.rebirthEnabled and (user.stats.lvl >= 50 or user.achievements.ultimateGear or user.achievements.beastMaster) user.flags.rebirthEnabled = true ### ------------------------------------------------------ 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} ### cron: (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.auth.timestamps.loggedin = new Date() user.lastCron = now # Reset the lastDrop count to zero if user.items.lastDrop.count > 0 user.items.lastDrop.count = 0 user.stats.mp += _.max([10,.1 * user._statsComputed.maxMP]) user.stats.mp = user._statsComputed.maxMP if user.stats.mp > user._statsComputed.maxMP # "Perfect Day" achievement for perfect-days perfect = true clearBuffs = {str:0,int:0,per:0,con:0,stealth:0,streaks:false} # 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 if user.preferences.sleep is true user.stats.buffs = clearBuffs return # Tally each task todoTally = 0 user.party.quest.progress.down ?= 0 user.todos.concat(user.dailys).forEach (task) -> return unless task {id, type, completed, repeat} = task return if (type is 'daily') && !completed && user.stats.buffs.stealth && user.stats.buffs.stealth-- # User "evades" a certain number of uncompleted dailies # 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) if scheduleMisses > 0 perfect = false if type is 'daily' delta = user.ops.score({params:{id:task.id, direction:'down'}, query:{times:scheduleMisses, cron:true}}); user.party.quest.progress.down += delta if type is 'daily' switch type when 'daily' (task.history ?= []).push({ date: +new Date, value: task.value }) task.completed = false _.each task.checklist, ((i)->i.completed=false;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 # 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 } user.fns.preenUserHistory() user.markModified? 'history' user.markModified? 'dailys' # covers dailys.*.history user.stats.buffs = if perfect user.achievements.perfect ?= 0 user.achievements.perfect++ lvlDiv2 = Math.ceil(user.stats.lvl/2) {str:lvlDiv2,int:lvlDiv2,per:lvlDiv2,con:lvlDiv2,stealth:0,streaks:false} else clearBuffs # After all is said and done, progress up user's effect on quest, return those values & reset the user's progress = user.party.quest.progress; _progress = _.cloneDeep progress _.merge progress, {down:0,up:0} progress.collect = _.transform progress.collect, ((m,v,k)->m[k]=0) _progress # Registered users with some history preenUserHistory: (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' # ---------------------------------------------------------------------- # Achievements # ---------------------------------------------------------------------- ultimateGear: () -> # on the server this is a LoDash transform, on the client its an object gear = if window? then user.items.gear.owned else user.items.gear.owned.toObject() ownedLastGear = _.chain(content.gear.flat) .pick(_.keys gear) .values() .filter (gear) -> gear.last lastGearClassTypeMatrix = {} _.each content.classes, (klass) -> lastGearClassTypeMatrix[klass] = {} _.each content.gearTypes, (type) -> lastGearClassTypeMatrix[klass][type] = false return true # false exits the each loop early ownedLastGear.each (gear) -> lastGearClassTypeMatrix[gear.klass]["shield"] = true if gear.twoHanded lastGearClassTypeMatrix[gear.klass][gear.type] = true shouldGrant = _(lastGearClassTypeMatrix) .values() .reduce(((ans, klass) -> ans or _(klass).values().reduce(((ans, gearType) -> ans and gearType), true)), false) .valueOf() user.achievements.ultimateGear = shouldGrant # ---------------------------------------------------------------------- # Virtual Attributes # ---------------------------------------------------------------------- # Aggregate all intrinsic stats, buffs, weapon, & armor into computed stats Object.defineProperty user, '_statsComputed', get: -> computed = _.reduce ['per','con','str','int'], (m,stat) => m[stat] = _.reduce $w('stats stats.buffs items.gear.equipped.weapon items.gear.equipped.armor items.gear.equipped.head items.gear.equipped.shield'), (m2,path) => val = user.fns.dotGet(path) m2 + if ~path.indexOf('items.gear') # get the gear stat, and multiply it by 1.5 if it's class-gear item = content.gear.flat[val] (+item?[stat] or 0) * (if item?.klass is user.stats.class then 1.5 else 1) else +val[stat] or 0 , 0 m[stat] += (user.stats.lvl - 1) / 2 m , {} computed.maxMP = computed.int*2 + 30 computed Object.defineProperty user, 'tasks', get: -> tasks = user.habits.concat(user.dailys).concat(user.todos).concat(user.rewards) _.object(_.pluck(tasks, "id"), tasks)