habitica/script/algos.coffee
2013-06-04 12:51:33 -04:00

387 lines
14 KiB
CoffeeScript

moment = require('moment')
_ = require('lodash')
helpers = require('./helpers.coffee')
items = require('./items.coffee')
{pets, hatchingPotions} = items.items
# Very strange bug where `require(./script/helpers.coffee)` is returning a blank object under certain circumsntances I haven't yet figured out
helpers = require('habitrpg-shared/script/helpers') if _.isEmpty(helpers)
XP = 15
HP = 2
obj = module.exports = {}
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, delta, priority, streak = 0, options={}) ->
paths = options.paths || {}
# 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
paths['items.lastDrop'] = true
reachedDropLimit = (helpers.daysBetween(user.items.lastDrop.date, +new Date) is 0) and (user.items.lastDrop.count >= 2)
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
if user.flags?.dropsEnabled and Math.random() < (.05 * chanceMultiplier)
# 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()
# Egg, 50% chance
if rarity > .5
drop = helpers.randomVal(pets)
(user.items.eggs ?= []).push drop; paths['items.eggs'] = true
drop.type = 'Egg'
drop.dialog = "You've found a #{drop.text} Egg! #{drop.notes}"
# Hatching Potion, 50% chance - break down by rarity even more. FIXME this may not be the best method, so revisit
else
acceptableDrops = []
# Tier 5 (Blue Moon Rare)
if rarity < .1
acceptableDrops =
['Base', 'White', 'Desert', 'Red', 'Shade', 'Skeleton', 'Zombie', 'CottonCandyPink', 'CottonCandyBlue',
'Golden']
# Tier 4 (Very Rare)
else if rarity < .2
acceptableDrops =
['Base', 'White', 'Desert', 'Red', 'Shade', 'Skeleton', 'Zombie', 'CottonCandyPink', 'CottonCandyBlue']
# Tier 3 (Rare)
else if rarity < .3
acceptableDrops = ['Base', 'White', 'Desert', 'Red', 'Shade', 'Skeleton']
# Commented out for testing with increased egg drop, delete if successful
# Tier 2 (Scarce)
# else if rarity < .4
# acceptableDrops = ['Base', 'White', 'Desert']
# Tier 1 (Common)
else
acceptableDrops = ['Base', 'White', 'Desert']
acceptableDrops = hatchingPotions.filter (hatchingPotion) ->
hatchingPotion.name in acceptableDrops
drop = helpers.randomVal acceptableDrops
(user.items.hatchingPotions ?= []).push drop.name; paths['items.hatchingPotions'] = true
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++
paths['items.lastDrop'] = true
# {task} task you want to score
# {direction} 'up' or 'down'
obj.score = (user, task, direction, options={}) ->
{gp, hp, exp, lvl} = user.stats
{type, value, streak} = task
[paths, times, cron] = [options.paths || {}, options.times || 1, options.cron || false]
priority = task.priority or '!'
# If they're trying to purhcase a too-expensive reward, confirm they want to take a hit for it
if task.value > user.stats.gp and task.type is 'reward'
return unless confirm "Not enough GP to purchase this reward, buy anyway and lose HP? (Punishment for taking a reward you didn't earn)."
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 = ->
level = user.stats.lvl
weaponStrength = items.items.weapon[user.items.weapon].strength
exp += obj.expModifier(delta, weaponStrength, level, 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 = ->
level = user.stats.lvl
armorDefense = items.items.armor[user.items.armor].defense
helmDefense = items.items.head[user.items.head].defense
shieldDefense = items.items.shield[user.items.shield].defense
hp += obj.hpModifier(delta, armorDefense, helmDefense, shieldDefense, level, 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
else
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 #FIXME
randomDrop(user, delta, priority, streak, {paths: paths}) 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; paths['stats.hp'] = true # signifies dead
return
else
user.stats.hp = newStats.hp; paths['stats.hp'] = true
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
paths["stats.exp"]=true; paths['stats.lvl']=true; paths['stats.gp']=true; paths['stats.hp']=true;
#if silent
#console.log("pushing silent :" + obj.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; paths['flags.customizationsNotification']=true;
if !user.flags.itemsEnabled and user.stats.lvl >= 2
user.flags.itemsEnabled = true; paths['flags.itemsEnabled']=true;
if !user.flags.partyEnabled and user.stats.lvl >= 3
user.flags.partyEnabled = true; paths['flags.partyEnabled']=true;
if !user.flags.dropsEnabled and user.stats.lvl >= 4
user.flags.dropsEnabled = true; paths['flags.dropsEnabled']=true;
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]
# New user (!lastCron, lastCron==new) or it got busted somehow, maybe they went to a different timezone
if !user.lastCron? or user.lastCron is 'new' or moment(user.lastCron).isAfter(now)
user.lastCron = now; paths['lastCron'] = true
return
daysMissed = helpers.daysBetween(user.lastCron, now, user.preferences?.dayStart)
return unless daysMissed > 0
user.lastCron = now; paths['lastCron'] = 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) ->
{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, {dayStart:obj.preferences?.dayStart})
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
user